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authorBrecht Van Lommel <brecht@blender.org>2020-03-11 19:49:00 +0300
committerBrecht Van Lommel <brecht@blender.org>2020-03-11 22:35:38 +0300
commitec3eeee46b4885b9167b0dc28d273993d77b8ce6 (patch)
tree9177fb4e62877f7cef35c528f10a0881db6f1316 /intern/cycles/render/osl.cpp
parent5a169ae2f327f366137b6cefd2da75287f761a4f (diff)
Cycles: add internal default volume shader, to be used for new volume object
This is mostly straightforward, but required some refactoring to ensure that the default volume material does not always turn on the volume feature for GPU rendering.
Diffstat (limited to 'intern/cycles/render/osl.cpp')
-rw-r--r--intern/cycles/render/osl.cpp7
1 files changed, 2 insertions, 5 deletions
diff --git a/intern/cycles/render/osl.cpp b/intern/cycles/render/osl.cpp
index d5d649e2207..d17d7270cd5 100644
--- a/intern/cycles/render/osl.cpp
+++ b/intern/cycles/render/osl.cpp
@@ -102,8 +102,8 @@ void OSLShaderManager::device_update(Device *device,
device_free(device, dscene, scene);
- /* determine which shaders are in use */
- device_update_shaders_used(scene);
+ /* set texture system */
+ scene->image_manager->set_osl_texture_system((void *)ts);
/* create shaders */
OSLGlobals *og = (OSLGlobals *)device->osl_memory();
@@ -142,9 +142,6 @@ void OSLShaderManager::device_update(Device *device,
need_update = false;
- /* set texture system */
- scene->image_manager->set_osl_texture_system((void *)ts);
-
/* add special builtin texture types */
services->textures.insert(ustring("@ao"), new OSLTextureHandle(OSLTextureHandle::AO));
services->textures.insert(ustring("@bevel"), new OSLTextureHandle(OSLTextureHandle::BEVEL));