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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-09-04 17:29:07 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-09-04 17:29:07 +0400
commitadea12cb01e4c4f18f345dfbbf49e9e622192e4e (patch)
treeb43018344c696e4d59437fabc7f17f5b9d6a8e80 /intern/cycles/blender/blender_particles.cpp
parent68563134d4800be4eb46aa6b598fd719cdaf2980 (diff)
Cycles: merge of changes from tomato branch.
Regular rendering now works tiled, and supports save buffers to save memory during render and cache render results. Brick texture node by Thomas. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture Image texture Blended Box Mapping. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture http://mango.blender.org/production/blended_box/ Various bug fixes by Sergey and Campbell. * Fix for reading freed memory in some node setups. * Fix incorrect memory read when synchronizing mesh motion. * Fix crash appearing when direct light usage is different on different layers. * Fix for vector pass gives wrong result in some circumstances. * Fix for wrong resolution used for rendering Render Layer node. * Option to cancel rendering when doing initial synchronization. * No more texture limit when using CPU render. * Many fixes for new tiled rendering.
Diffstat (limited to 'intern/cycles/blender/blender_particles.cpp')
-rw-r--r--intern/cycles/blender/blender_particles.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/intern/cycles/blender/blender_particles.cpp b/intern/cycles/blender/blender_particles.cpp
index 177912cd8f0..f309960fc55 100644
--- a/intern/cycles/blender/blender_particles.cpp
+++ b/intern/cycles/blender/blender_particles.cpp
@@ -199,8 +199,7 @@ void BlenderSync::sync_particle_systems()
for(; b_sce; b_sce = b_sce.background_set()) {
for(b_sce.objects.begin(b_ob); b_ob != b_sce.objects.end(); ++b_ob) {
bool hide = (render_layer.use_viewport_visibility)? b_ob->hide(): b_ob->hide_render();
- uint ob_layer = get_layer(b_ob->layers(), b_ob->layers_local_view(), object_is_light(*b_ob));
- CYCLES_LOCAL_LAYER_HACK(render_layer.use_localview, ob_layer);
+ uint ob_layer = get_layer(b_ob->layers(), b_ob->layers_local_view(), render_layer.use_localview, object_is_light(*b_ob));
hide = hide || !(ob_layer & scene_layer);
if(!hide) {