diff options
author | Brecht Van Lommel <brecht@blender.org> | 2020-06-04 16:12:31 +0300 |
---|---|---|
committer | Brecht Van Lommel <brecht@blender.org> | 2020-06-22 14:28:01 +0300 |
commit | c7d940278b16bb357a848f176d070e1784ccdde2 (patch) | |
tree | 482217ea60edd87d053814dbfa769b89051d2bdc /intern/cycles/blender/blender_sync.h | |
parent | e50f1ddc6540680d2aafc1c76f8339d69350f84a (diff) |
Cycles: remove support for rendering hair as triangle and lines
Triangles were very memory intensive. The only reason they were not removed yet
is that they gave more accurate results, but there will be an accurate 3D curve
primitive added for this.
Line rendering was always poor quality since the ends do not match up. To keep CPU
and GPU compatibility we just remove them entirely. They could be brought back if
an Embree compatible implementation is added, but it's not clear to me that there
is a use case for these that we'd consider important.
Ref T73778
Reviewers: #cycles
Subscribers:
Diffstat (limited to 'intern/cycles/blender/blender_sync.h')
-rw-r--r-- | intern/cycles/blender/blender_sync.h | 9 |
1 files changed, 3 insertions, 6 deletions
diff --git a/intern/cycles/blender/blender_sync.h b/intern/cycles/blender/blender_sync.h index 341281b18ee..3c39cfd9446 100644 --- a/intern/cycles/blender/blender_sync.h +++ b/intern/cycles/blender/blender_sync.h @@ -153,15 +153,12 @@ class BlenderSync { /* Hair */ void sync_hair(BL::Depsgraph b_depsgraph, BL::Object b_ob, - Geometry *geom, + Hair *hair, const vector<Shader *> &used_shaders); - void sync_hair_motion(BL::Depsgraph b_depsgraph, - BL::Object b_ob, - Geometry *geom, - int motion_step); + void sync_hair_motion(BL::Depsgraph b_depsgraph, BL::Object b_ob, Hair *hair, int motion_step); void sync_hair(Hair *hair, BL::Object &b_ob, bool motion, int motion_step = 0); void sync_particle_hair( - Geometry *geom, BL::Mesh &b_mesh, BL::Object &b_ob, bool motion, int motion_step = 0); + Hair *hair, BL::Mesh &b_mesh, BL::Object &b_ob, bool motion, int motion_step = 0); void sync_curve_settings(BL::Depsgraph &b_depsgraph); bool object_has_particle_hair(BL::Object b_ob); |