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authorSergey Sharybin <sergey.vfx@gmail.com>2014-11-04 18:41:12 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2014-11-04 18:41:12 +0300
commit04c0a46570efa1d8154a573663c77a49af32cb93 (patch)
tree7a74241a05a403c29a69d4ef98ca4776876dc5f9
parent4a0ff5cb2d989ad09608cdcfd964b02782b4951d (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.c6
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;