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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-01-12 21:56:52 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-01-13 01:57:14 +0300
commit5cf032678ff969688b6eefb8db6b241ac8934860 (patch)
tree8020097cbddbe6dc8111e8960cc649e83f01754a /intern/cycles/render/object.cpp
parenta33a5880f7af985a2418e87c2debed8130bf96d4 (diff)
Code cleanup: remove test code to disable motion blur, no longer useful.
Diffstat (limited to 'intern/cycles/render/object.cpp')
-rw-r--r--intern/cycles/render/object.cpp9
1 files changed, 1 insertions, 8 deletions
diff --git a/intern/cycles/render/object.cpp b/intern/cycles/render/object.cpp
index 380c12fa6b2..20f57cc8d97 100644
--- a/intern/cycles/render/object.cpp
+++ b/intern/cycles/render/object.cpp
@@ -398,7 +398,6 @@ void ObjectManager::device_update_object_transform(UpdateObejctTransformState *s
memcpy(&objects_vector[object_index*OBJECT_VECTOR_SIZE+0], &mtfm.pre, sizeof(float4)*3);
memcpy(&objects_vector[object_index*OBJECT_VECTOR_SIZE+3], &mtfm.post, sizeof(float4)*3);
}
-#ifdef __OBJECT_MOTION__
else if(state->need_motion == Scene::MOTION_BLUR) {
if(ob->use_motion) {
/* decompose transformations for interpolation. */
@@ -410,7 +409,6 @@ void ObjectManager::device_update_object_transform(UpdateObejctTransformState *s
state->have_motion = true;
}
}
-#endif
/* Dupli object coords and motion info. */
int totalsteps = mesh->motion_steps;
@@ -482,7 +480,7 @@ void ObjectManager::device_update_transforms(Device *device,
Progress& progress)
{
UpdateObejctTransformState state;
- state.need_motion = scene->need_motion(device->info.advanced_shading);
+ state.need_motion = scene->need_motion();
state.have_motion = false;
state.have_curves = false;
state.scene = scene;
@@ -694,14 +692,9 @@ void ObjectManager::apply_static_transforms(DeviceScene *dscene, Scene *scene, u
/* counter mesh users */
map<Mesh*, int> mesh_users;
-#ifdef __OBJECT_MOTION__
Scene::MotionType need_motion = scene->need_motion();
bool motion_blur = need_motion == Scene::MOTION_BLUR;
bool apply_to_motion = need_motion != Scene::MOTION_PASS;
-#else
- bool motion_blur = false;
- bool apply_to_motion = false;
-#endif
int i = 0;
bool have_instancing = false;