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authorSergey Sharybin <sergey.vfx@gmail.com>2015-09-08 09:47:39 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2015-09-08 09:47:39 +0300
commit92d12ab38b6b643ac6264ed235eba4d16a97c1e2 (patch)
tree6b2443d5c57cf502106aff2fb37dbe73286e7420
parent6b0544eaaf1cd08b43361d7b22500c6a29188560 (diff)
Cycles: Correction to integrator's transparent shadows
It was possible that deleting transparent BSDF from shader wouldn't disable transparent shadows in integrator when doing viewport render.
-rw-r--r--intern/cycles/render/integrator.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/intern/cycles/render/integrator.cpp b/intern/cycles/render/integrator.cpp
index 465d7ea02c6..9f8d5b50ccd 100644
--- a/intern/cycles/render/integrator.cpp
+++ b/intern/cycles/render/integrator.cpp
@@ -100,6 +100,7 @@ void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene
* transparent shaders in the scene. Otherwise we can disable it
* to improve performance a bit. */
if(transparent_shadows) {
+ kintegrator->transparent_shadows = false;
foreach(Shader *shader, scene->shaders) {
/* keep this in sync with SD_HAS_TRANSPARENT_SHADOW in shader.cpp */
if((shader->has_surface_transparent && shader->use_transparent_shadow) || shader->has_volume) {