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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-05-02 13:33:45 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-05-02 13:33:45 +0400
commit1e2afcddd3f1fd7b82fc0ea78fec2d80021fe844 (patch)
tree8bec6696a9a624affbb56ae9531fc6598f631d81 /intern/cycles/blender/blender_mesh.cpp
parent5d4fd04f05fc20d1a15817e5de4f1e2b776ab2b6 (diff)
Fix #31168: cycles mask layer should only affect objects for camera rays.
Fix: texture coordinate normal output was not correct, still changed under object transform.
Diffstat (limited to 'intern/cycles/blender/blender_mesh.cpp')
-rw-r--r--intern/cycles/blender/blender_mesh.cpp12
1 files changed, 4 insertions, 8 deletions
diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp
index f77e6551de0..867cc71bf47 100644
--- a/intern/cycles/blender/blender_mesh.cpp
+++ b/intern/cycles/blender/blender_mesh.cpp
@@ -198,11 +198,11 @@ static void create_subd_mesh(Mesh *mesh, BL::Mesh b_mesh, PointerRNA *cmesh, con
/* Sync */
-Mesh *BlenderSync::sync_mesh(BL::Object b_ob, bool holdout, bool object_updated)
+Mesh *BlenderSync::sync_mesh(BL::Object b_ob, bool object_updated)
{
/* test if we can instance or if the object is modified */
BL::ID b_ob_data = b_ob.data();
- BL::ID key = (object_is_modified(b_ob) || holdout)? b_ob: b_ob_data;
+ BL::ID key = (object_is_modified(b_ob))? b_ob: b_ob_data;
BL::Material material_override = render_layer.material_override;
/* find shader indices */
@@ -212,18 +212,14 @@ Mesh *BlenderSync::sync_mesh(BL::Object b_ob, bool holdout, bool object_updated)
for(b_ob.material_slots.begin(slot); slot != b_ob.material_slots.end(); ++slot) {
BL::Material material_override = render_layer.material_override;
- if(holdout)
- find_shader(PointerRNA_NULL, used_shaders, scene->default_holdout);
- else if(material_override)
+ if(material_override)
find_shader(material_override, used_shaders, scene->default_surface);
else
find_shader(slot->material(), used_shaders, scene->default_surface);
}
if(used_shaders.size() == 0) {
- if(holdout)
- used_shaders.push_back(scene->default_holdout);
- else if(material_override)
+ if(material_override)
find_shader(material_override, used_shaders, scene->default_surface);
else
used_shaders.push_back(scene->default_surface);