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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-02-28 23:43:33 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-02-28 23:43:33 +0400
commit8a76aa2e479c05946f97aade4a733b0fea45dbf3 (patch)
treef1a0c1a56fbd3dc95eb2b516d3cc697eddc66b2d /intern/cycles/blender/blender_shader.cpp
parentdcfd1dd7e2bf13a68ae02f471f08e15ef400a9e7 (diff)
Cycles: fix AO pass not rendering with AO enabled for world, and make mask
layers work more like blender internal.
Diffstat (limited to 'intern/cycles/blender/blender_shader.cpp')
-rw-r--r--intern/cycles/blender/blender_shader.cpp10
1 files changed, 4 insertions, 6 deletions
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp
index a88bcaf3ace..415a043cf78 100644
--- a/intern/cycles/blender/blender_shader.cpp
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -700,14 +700,12 @@ void BlenderSync::sync_world()
if(b_world) {
BL::WorldLighting b_light = b_world.light_settings();
- if(b_light.use_ambient_occlusion()) {
+ if(b_light.use_ambient_occlusion())
background->ao_factor = b_light.ao_factor();
- background->ao_distance = b_light.distance();
- }
- else {
+ else
background->ao_factor = 0.0f;
- background->ao_distance = 0.0f;
- }
+
+ background->ao_distance = b_light.distance();
}
shader->set_graph(graph);