diff options
author | Nathan Letwory <nathan@mcneel.com> | 2014-05-19 14:49:36 +0400 |
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committer | Nathan Letwory <nathan@mcneel.com> | 2014-05-19 15:46:58 +0400 |
commit | 0684ac93013681261e8acc5ac6296c5de785d7d8 (patch) | |
tree | a0c44d4b6ba118bd56755fae76705ca7e7145123 /intern/cycles/render/object.cpp | |
parent | 9a7c4ead3f57052c911570d1b507e1f5229210c8 (diff) |
Move ShadingSystem enum to shader.h
Add SHADINGSYSTEM_ to enum member names, so it is clear where they
are from.
Revert BVHType enum changes, as there's no need for code dedup here.
Diffstat (limited to 'intern/cycles/render/object.cpp')
-rw-r--r-- | intern/cycles/render/object.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/render/object.cpp b/intern/cycles/render/object.cpp index 7b2ffef9b60..7fffafdc857 100644 --- a/intern/cycles/render/object.cpp +++ b/intern/cycles/render/object.cpp @@ -389,7 +389,7 @@ void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *sc /* prepare for static BVH building */ /* todo: do before to support getting object level coords? */ - if(scene->params.bvh_type == BVHType::BVH_STATIC) { + if(scene->params.bvh_type == SceneParams::BVH_STATIC) { progress.set_status("Updating Objects", "Applying Static Transformations"); apply_static_transforms(dscene, scene, object_flag, progress); } |