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author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-01-24 22:19:48 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-01-29 19:07:08 +0300 |
commit | 1eeb846e781dac3f55d6c108d0fc4c3cfe88f4cc (patch) | |
tree | c80b01eb79df21ad995cb22831ac6012dc0fd1c1 /intern/cycles/render/film.cpp | |
parent | fb941679bb6e537a8fb1e1de69b5a446490e761b (diff) |
Fix Cycles viewport render not updating when tweaking displacement shader.
This was disabled to avoid updating the geometry every time when the
material includes displacement, because there was no way to distinguish
between surface shader and displacement updates.
As a solution, we now compute an MD5 hash of the nodes linked to the
displacement socket, and only update the mesh if that changes.
Differential Revision: https://developer.blender.org/D3018
Diffstat (limited to 'intern/cycles/render/film.cpp')
-rw-r--r-- | intern/cycles/render/film.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/render/film.cpp b/intern/cycles/render/film.cpp index b305f01095f..69828cc78da 100644 --- a/intern/cycles/render/film.cpp +++ b/intern/cycles/render/film.cpp @@ -496,7 +496,7 @@ void Film::tag_passes_update(Scene *scene, const array<Pass>& passes_) scene->mesh_manager->tag_update(scene); foreach(Shader *shader, scene->shaders) - shader->need_update_attributes = true; + shader->need_update_mesh = true; } else if(Pass::contains(passes, PASS_MOTION) != Pass::contains(passes_, PASS_MOTION)) scene->mesh_manager->tag_update(scene); |