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authorSergey Sharybin <sergey.vfx@gmail.com>2017-05-02 16:31:49 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-05-02 16:31:49 +0300
commit143d7ad40f384f2df450730253c9b784dfe57333 (patch)
treefeddc422562ad844c5c3b078c59270af6d1b9479
parent4384a7cf463eedea83179da80bbe12ff7d55578a (diff)
Revert "Depsgraph: Link from material to object shading"
The change was initially needed for Blender 2.8 branch but the actual function was reverted in there. So no reason to keep dead unused placeholder in the dependency graph. This reverts commit fd69ba225540cde5e4c1fa651fb02df21ea0a143.
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_nodes.cc15
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_relations.cc9
2 files changed, 5 insertions, 19 deletions
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc b/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
index 7bcaee61fe0..7df9fe0bdc8 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
+++ b/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
@@ -854,18 +854,11 @@ void DepsgraphNodeBuilder::build_obdata_geom(Scene *scene, Object *ob)
}
/* materials */
- if (ob->totcol != 0) {
- for (int a = 1; a <= ob->totcol; a++) {
- Material *ma = give_current_material(ob, a);
- if (ma != NULL) {
- build_material(ma);
- }
+ for (int a = 1; a <= ob->totcol; a++) {
+ Material *ma = give_current_material(ob, a);
+ if (ma != NULL) {
+ build_material(ma);
}
- add_operation_node(&ob->id,
- DEPSNODE_TYPE_SHADING,
- DEPSOP_TYPE_EXEC,
- NULL,
- DEG_OPCODE_PLACEHOLDER, "Material Update");
}
/* geometry collision */
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_relations.cc b/source/blender/depsgraph/intern/builder/deg_builder_relations.cc
index 7f2c6d8d9a1..2dae3daaab2 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_relations.cc
+++ b/source/blender/depsgraph/intern/builder/deg_builder_relations.cc
@@ -1489,18 +1489,11 @@ void DepsgraphRelationBuilder::build_obdata_geom(Main *bmain, Scene *scene, Obje
}
/* materials */
- if (ob->totcol != 0) {
- ComponentKey object_shading_key(&ob->id, DEPSNODE_TYPE_SHADING);
+ if (ob->totcol) {
for (int a = 1; a <= ob->totcol; a++) {
Material *ma = give_current_material(ob, a);
if (ma != NULL) {
build_material(ma);
- ComponentKey material_shading_key(&ma->id,
- DEPSNODE_TYPE_SHADING);
- add_relation(material_shading_key,
- object_shading_key,
- DEPSREL_TYPE_UPDATE,
- "Object Shading");
}
}
}