diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2016-05-22 10:57:36 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2016-05-22 18:36:38 +0300 |
commit | ca03eddfcc4416c46afe4b633e5e8364da217fa8 (patch) | |
tree | 2569e3f3d6e5aa5669a9036e759e8e465c15d219 /intern/cycles/blender/blender_object.cpp | |
parent | 9b9921b765bca2dacc7ec0633dcf0ab1ab68be68 (diff) |
Cleanup: remove Cycles layer bits checking in the kernel.
At some point the idea was that we could have an optimization where we could
render multiple render layers without re-exporting the scene, by just updating
the layer bits. We are not doing this now and in practice with the available
render layer control like exclude layers it's not always possible anyway.
This makes it easier to support an arbitrary number of layers in the future
(hopefully this summer), and frees up some useful bits in the kernel.
Reviewed By: sergey, dingto
Differential Revision: https://developer.blender.org/D2020
Diffstat (limited to 'intern/cycles/blender/blender_object.cpp')
-rw-r--r-- | intern/cycles/blender/blender_object.cpp | 10 |
1 files changed, 4 insertions, 6 deletions
diff --git a/intern/cycles/blender/blender_object.cpp b/intern/cycles/blender/blender_object.cpp index edd5f292c79..80768c096e3 100644 --- a/intern/cycles/blender/blender_object.cpp +++ b/intern/cycles/blender/blender_object.cpp @@ -365,13 +365,12 @@ Object *BlenderSync::sync_object(BL::Object& b_parent, } /* make holdout objects on excluded layer invisible for non-camera rays */ - if(use_holdout && (layer_flag & render_layer.exclude_layer)) + if(use_holdout && (layer_flag & render_layer.exclude_layer)) { visibility &= ~(PATH_RAY_ALL_VISIBILITY - PATH_RAY_CAMERA); + } - /* camera flag is not actually used, instead is tested against render layer - * flags */ - if(visibility & PATH_RAY_CAMERA) { - visibility |= layer_flag << PATH_RAY_LAYER_SHIFT; + /* hide objects not on render layer from camera rays */ + if(!(layer_flag & render_layer.layer)) { visibility &= ~PATH_RAY_CAMERA; } @@ -572,7 +571,6 @@ void BlenderSync::sync_objects(BL::SpaceView3D& b_v3d, float motion_time) bool hide = (render_layer.use_viewport_visibility)? b_ob.hide(): b_ob.hide_render(); uint ob_layer = get_layer(b_base->layers(), b_base->layers_local_view(), - render_layer.use_localview, object_is_light(b_ob), scene_layers); hide = hide || !(ob_layer & scene_layer); |