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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2016-05-14 15:50:03 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2016-05-17 22:39:16 +0300
commit0e8cd14dfee9788f24854aa8f4148033ef042f51 (patch)
tree4fd7fdb358f9ef4ccdcb934025b74ee6f25598ad /intern/cycles/render/mesh_displace.cpp
parent08670d3b8117cda608c178688f261e1204794a0d (diff)
Code refactor: use shader pointers rather than shader indexes.
Diffstat (limited to 'intern/cycles/render/mesh_displace.cpp')
-rw-r--r--intern/cycles/render/mesh_displace.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/intern/cycles/render/mesh_displace.cpp b/intern/cycles/render/mesh_displace.cpp
index dccfd74f17a..df8be4cbe2f 100644
--- a/intern/cycles/render/mesh_displace.cpp
+++ b/intern/cycles/render/mesh_displace.cpp
@@ -32,8 +32,8 @@ bool MeshManager::displace(Device *device, DeviceScene *dscene, Scene *scene, Me
bool has_displacement = false;
if(mesh->displacement_method != Mesh::DISPLACE_BUMP) {
- foreach(uint sindex, mesh->used_shaders)
- if(scene->shaders[sindex]->has_displacement)
+ foreach(Shader *shader, mesh->used_shaders)
+ if(shader->has_displacement)
has_displacement = true;
}