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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-10-12 19:42:35 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-10-12 19:42:35 +0400
commit7503a7edfba9496521baefd70fe6cbcbfce5127b (patch)
tree9800ef871191ce52396048681d393d62c0c30cc5 /intern/cycles/kernel/svm/svm.h
parent85818c8209bc6df4f60c7e86173521f5fa1a5a96 (diff)
Cycles: replace surface/volume sockets in output nodes with a single shader socket,
decided it's better to render objects as either surface or volume. This may break the volume rendering patch, but shaders with volume closures still get tagged as having volume closures, so it should be fixable without too many changes.
Diffstat (limited to 'intern/cycles/kernel/svm/svm.h')
-rw-r--r--intern/cycles/kernel/svm/svm.h3
1 files changed, 1 insertions, 2 deletions
diff --git a/intern/cycles/kernel/svm/svm.h b/intern/cycles/kernel/svm/svm.h
index 62e02f1a01a..4e0ed25baea 100644
--- a/intern/cycles/kernel/svm/svm.h
+++ b/intern/cycles/kernel/svm/svm.h
@@ -166,8 +166,7 @@ __device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ShaderT
switch(node.x) {
case NODE_SHADER_JUMP: {
- if(type == SHADER_TYPE_SURFACE) offset = node.y;
- else if(type == SHADER_TYPE_VOLUME) offset = node.z;
+ if(type == SHADER_TYPE_CLOSURE) offset = node.y;
else if(type == SHADER_TYPE_DISPLACEMENT) offset = node.w;
else return;
break;