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authorJeroen Bakker <j.bakker@atmind.nl>2011-07-06 20:08:24 +0400
committerJeroen Bakker <j.bakker@atmind.nl>2011-07-06 20:08:24 +0400
commita83c3c0b1422713d8553965988c3096955eaa452 (patch)
tree34dd7e4c8f4de8347f24e4a6c89d3305ac59e652
parente1b060486f0a315cc60c60be07783ab89056229d (diff)
The material index did not work when FSAA was turned on.
The information was written in the temp exr files, but was not read back. After checking I saw that the pass was not merged back in the rendercore. After adding this it worked. tested with all FSAA settings.
-rw-r--r--source/blender/render/intern/source/rendercore.c6
1 files changed, 6 insertions, 0 deletions
diff --git a/source/blender/render/intern/source/rendercore.c b/source/blender/render/intern/source/rendercore.c
index 2fa6bed5aae..3aca334cffe 100644
--- a/source/blender/render/intern/source/rendercore.c
+++ b/source/blender/render/intern/source/rendercore.c
@@ -627,6 +627,12 @@ static void add_passes(RenderLayer *rl, int offset, ShadeInput *shi, ShadeResult
*fp= (float)shi->obr->ob->index;
}
break;
+ case SCE_PASS_INDEXMA:
+ if(shi->vlr) {
+ fp= rpass->rect + offset;
+ *fp= (float)shi->mat->index;
+ }
+ break;
case SCE_PASS_MIST:
fp= rpass->rect + offset;
*fp= shr->mist;