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authorMai Lavelle <mai.lavelle@gmail.com>2016-08-17 02:42:08 +0300
committerMai Lavelle <mai.lavelle@gmail.com>2016-09-02 05:44:42 +0300
commit9f1c42392e4ae8dfaa91ef8cc32119199ca7d723 (patch)
tree1efc93d7fc137b939e33827ae86a9b44e9b2d841 /intern/cycles/render/mesh.cpp
parentf0159d1d48a141483f61b1ccc262f99016b63570 (diff)
Cycles: remove duplicate shader storage
Storing multiple copies of a shader was needed when the displacement method was a mesh option and could be different for each mesh. Now that its a shader option this is unnecessary. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2156
Diffstat (limited to 'intern/cycles/render/mesh.cpp')
-rw-r--r--intern/cycles/render/mesh.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp
index 00987f32e05..f99454ee1bb 100644
--- a/intern/cycles/render/mesh.cpp
+++ b/intern/cycles/render/mesh.cpp
@@ -610,7 +610,7 @@ void Mesh::pack_normals(Scene *scene, uint *tri_shader, float4 *vnormal)
last_smooth = smooth[i];
Shader *shader = (last_shader < used_shaders.size()) ?
used_shaders[last_shader] : scene->default_surface;
- shader_id = scene->shader_manager->get_shader_id(shader, this, last_smooth);
+ shader_id = scene->shader_manager->get_shader_id(shader, last_smooth);
}
tri_shader[i] = shader_id;
@@ -679,7 +679,7 @@ void Mesh::pack_curves(Scene *scene, float4 *curve_key_co, float4 *curve_data, s
int shader_id = curve_shader[i];
Shader *shader = (shader_id < used_shaders.size()) ?
used_shaders[shader_id] : scene->default_surface;
- shader_id = scene->shader_manager->get_shader_id(shader, this, false);
+ shader_id = scene->shader_manager->get_shader_id(shader, false);
curve_data[i] = make_float4(
__int_as_float(curve.first_key + curvekey_offset),