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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2020-02-02 14:04:19 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2020-02-07 14:18:15 +0300
commitd9c5f0d25fc91b069158ae1ab4fddc21bfd85846 (patch)
tree18f55163c5b06385d055d5a79a4c653d3da6e595 /intern/cycles/render/nodes.cpp
parent46c9872afaa8053f8b2894c038402b1beb3ac66c (diff)
Cleanup: split Cycles Hair and Mesh classes, with Geometry base class
Diffstat (limited to 'intern/cycles/render/nodes.cpp')
-rw-r--r--intern/cycles/render/nodes.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index 00f4a7283bb..75e21e00dcf 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -333,10 +333,10 @@ void ImageTextureNode::cull_tiles(Scene *scene, ShaderGraph *graph)
/* TODO(lukas): This is quite inefficient. A fairly simple improvement would
* be to have a cache in each mesh that is indexed by attribute.
* Additionally, building a graph-to-meshes list once could help. */
- foreach (Mesh *mesh, scene->meshes) {
- foreach (Shader *shader, mesh->used_shaders) {
+ foreach (Geometry *geom, scene->geometry) {
+ foreach (Shader *shader, geom->used_shaders) {
if (shader->graph == graph) {
- mesh->get_uv_tiles(attribute, used_tiles);
+ geom->get_uv_tiles(attribute, used_tiles);
}
}
}