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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-04-30 16:49:26 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-04-30 16:49:26 +0400
commit1d8c79818870b92df46c443d7778438aa67d019c (patch)
treeba3fc305671261e40851d8a230a33ebe19396e95 /intern/cycles/render/mesh_displace.cpp
parent796dd8a321108df26757fb9df5c2aa6eb42c9633 (diff)
Cycles: support for motion vector and UV passes.
Most of the changes are related to adding support for motion data throughout the code. There's some code for actual camera/object motion blur raytracing but it's unfinished (it badly slows down the raytracing kernel even when the option is turned off), so that code it disabled still. Motion vector export from Blender tries to avoid computing derived meshes when the mesh does not have a deforming modifier, and it also won't store motion vectors for every vertex if only the object or camera is moving.
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 a6f8e3f6be8..dea694a811e 100644
--- a/intern/cycles/render/mesh_displace.cpp
+++ b/intern/cycles/render/mesh_displace.cpp
@@ -140,11 +140,11 @@ bool MeshManager::displace(Device *device, Scene *scene, Mesh *mesh, Progress& p
* normals, as bump mapping in the shader will already alter the
* vertex normal, so we start from the non-displaced vertex normals
* to avoid applying the perturbation twice. */
- mesh->attributes.remove(Attribute::STD_FACE_NORMAL);
+ mesh->attributes.remove(ATTR_STD_FACE_NORMAL);
mesh->add_face_normals();
if(mesh->displacement_method == Mesh::DISPLACE_TRUE) {
- mesh->attributes.remove(Attribute::STD_VERTEX_NORMAL);
+ mesh->attributes.remove(ATTR_STD_VERTEX_NORMAL);
mesh->add_vertex_normals();
}