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authorSergey Sharybin <sergey.vfx@gmail.com>2014-10-03 14:11:19 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2014-10-03 14:13:41 +0400
commit0fa7e4c853e07cfc6bd898c85cd0aa3119f97aa8 (patch)
tree2ca881a72e849dd751a133411a32e7787cb3876a /intern/cycles/render/object.h
parent9ce645e7d9697162f577f433844da7771cbea9a6 (diff)
Cycles: Decouple object flags update to a separate update step
This way there's much less cross-references between objects and meshes device update functions. The only thing remained s the object bounds calculation which is needed by bvh update. This could also be decoupled, but it's not that crucial yet because its's how it used to be for ages now.
Diffstat (limited to 'intern/cycles/render/object.h')
-rw-r--r--intern/cycles/render/object.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/intern/cycles/render/object.h b/intern/cycles/render/object.h
index 677526b715f..2c69b83a2e9 100644
--- a/intern/cycles/render/object.h
+++ b/intern/cycles/render/object.h
@@ -76,6 +76,7 @@ public:
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
void device_update_transforms(Device *device, DeviceScene *dscene, Scene *scene, uint *object_flag, Progress& progress);
+ void device_update_flags(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
void device_free(Device *device, DeviceScene *dscene);
void tag_update(Scene *scene);