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authorThomas Dinges <blender@dingto.org>2014-03-07 00:02:41 +0400
committerThomas Dinges <blender@dingto.org>2014-03-07 00:03:22 +0400
commit8a38d840e99be38a4827fefb3834c9704050e4a8 (patch)
tree058f01ad0378f520909d932522bfce04deb02eac /intern/cycles/render/osl.cpp
parent1d016758330b7e328758b3df28ea93a19d47fcdc (diff)
Cycles: Use Displacement type in OSL ShadingSystem.
Reviewed by: brecht Differential Revision: https://developer.blender.org/D386
Diffstat (limited to 'intern/cycles/render/osl.cpp')
-rw-r--r--intern/cycles/render/osl.cpp8
1 files changed, 3 insertions, 5 deletions
diff --git a/intern/cycles/render/osl.cpp b/intern/cycles/render/osl.cpp
index aeb7aeefd0a..d4ca014a907 100644
--- a/intern/cycles/render/osl.cpp
+++ b/intern/cycles/render/osl.cpp
@@ -513,16 +513,14 @@ void OSLCompiler::add(ShaderNode *node, const char *name, bool isfilepath)
}
}
- /* create shader of the appropriate type. we pass "surface" to all shaders,
- * because "volume" and "displacement" don't work yet in OSL. the shaders
- * work fine, but presumably these values would be used for more strict
- * checking, so when that is fixed, we should update the code here too. */
+ /* create shader of the appropriate type. OSL only distinguishes between "surface"
+ * and "displacement" atm */
if(current_type == SHADER_TYPE_SURFACE)
ss->Shader("surface", name, id(node).c_str());
else if(current_type == SHADER_TYPE_VOLUME)
ss->Shader("surface", name, id(node).c_str());
else if(current_type == SHADER_TYPE_DISPLACEMENT)
- ss->Shader("surface", name, id(node).c_str());
+ ss->Shader("displacement", name, id(node).c_str());
else
assert(0);