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author | Sergey Sharybin <sergey.vfx@gmail.com> | 2014-11-04 18:41:12 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2014-11-04 18:41:12 +0300 |
commit | 04c0a46570efa1d8154a573663c77a49af32cb93 (patch) | |
tree | 7a74241a05a403c29a69d4ef98ca4776876dc5f9 | |
parent | 4a0ff5cb2d989ad09608cdcfd964b02782b4951d (diff) |
Fix T42408: FSAA affects Cycles Image Compositing
Use FSAA settings only if current render engine is BI or GE/
That's for until we'll support FSAA in Cycles or other render engines.
-rw-r--r-- | source/blender/render/intern/source/pipeline.c | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/source/blender/render/intern/source/pipeline.c b/source/blender/render/intern/source/pipeline.c index c112f3da060..741cfe28d17 100644 --- a/source/blender/render/intern/source/pipeline.c +++ b/source/blender/render/intern/source/pipeline.c @@ -492,6 +492,12 @@ static int check_mode_full_sample(RenderData *rd) { int scemode = rd->scemode; + if (!STREQ(rd->engine, RE_engine_id_BLENDER_RENDER) && + !STREQ(rd->engine, RE_engine_id_BLENDER_GAME)) + { + scemode &= ~R_FULL_SAMPLE; + } + if ((rd->mode & R_OSA) == 0) scemode &= ~R_FULL_SAMPLE; |