diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-10-16 01:12:58 +0400 |
---|---|---|
committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-10-16 01:12:58 +0400 |
commit | fe16b2620646708bae3286b9c1300eacbc4bc0da (patch) | |
tree | 5c3b225d1e23f3797cca638649f014662031825e /intern/cycles/render/object.cpp | |
parent | 8a25e2d2b2214db32b1a337253f337b63eafdef3 (diff) |
Cycles: fix some update issues with camera motion blur, and do some more work
for getting object motion blur ready.
Diffstat (limited to 'intern/cycles/render/object.cpp')
-rw-r--r-- | intern/cycles/render/object.cpp | 9 |
1 files changed, 7 insertions, 2 deletions
diff --git a/intern/cycles/render/object.cpp b/intern/cycles/render/object.cpp index 4a72dcc52f7..f5d78c080c8 100644 --- a/intern/cycles/render/object.cpp +++ b/intern/cycles/render/object.cpp @@ -151,7 +151,8 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene uint *object_flag = dscene->object_flag.resize(scene->objects.size()); int i = 0; map<Mesh*, float> surface_area_map; - Scene::MotionType need_motion = scene->need_motion(); + Scene::MotionType need_motion = scene->need_motion(device->info.advanced_shading); + bool have_motion = false; foreach(Object *ob, scene->objects) { Mesh *mesh = ob->mesh; @@ -229,6 +230,7 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene transform_motion_decompose(&decomp, &ob->motion); memcpy(&objects[offset+8], &decomp, sizeof(float4)*8); flag |= SD_OBJECT_MOTION; + have_motion = true; } else { float4 no_motion = make_float4(FLT_MAX); @@ -253,6 +255,8 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene device->tex_alloc("__objects", dscene->objects); device->tex_alloc("__object_flag", dscene->object_flag); + + dscene->data.bvh.have_motion = have_motion; } void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) @@ -300,7 +304,8 @@ void ObjectManager::apply_static_transforms(Scene *scene, Progress& progress) /* counter mesh users */ map<Mesh*, int> mesh_users; #ifdef __OBJECT_MOTION__ - bool motion_blur = scene->need_motion() == Scene::MOTION_BLUR; + Scene::MotionType need_motion = scene->need_motion(); + bool motion_blur = need_motion == Scene::MOTION_BLUR; #else bool motion_blur = false; #endif |