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author | Clément Foucault <foucault.clem@gmail.com> | 2020-02-11 16:57:41 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-02-11 16:57:41 +0300 |
commit | 30f65b54a78edc2a974ba93fefa86534fe2b7ff4 (patch) | |
tree | 030cf43b7c2cbd649a2e8758bf319a5b76a29aef /intern/cycles/render/shader.cpp | |
parent | 9052c6fafa87654c9a45ce0d5b9ecee073ec1a5b (diff) | |
parent | 3657bb514130ce2d28c407432d6f10202a68c92a (diff) |
Merge branch 'master' into draw-colormanagementdraw-colormanagement
Diffstat (limited to 'intern/cycles/render/shader.cpp')
-rw-r--r-- | intern/cycles/render/shader.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/intern/cycles/render/shader.cpp b/intern/cycles/render/shader.cpp index 661208c6463..60f38aa14da 100644 --- a/intern/cycles/render/shader.cpp +++ b/intern/cycles/render/shader.cpp @@ -214,7 +214,7 @@ Shader::Shader() : Node(node_type) used = false; need_update = true; - need_update_mesh = true; + need_update_geometry = true; need_sync_object = false; } @@ -288,7 +288,7 @@ void Shader::set_graph(ShaderGraph *graph_) const char *new_hash = (graph_) ? graph_->displacement_hash.c_str() : ""; if (strcmp(old_hash, new_hash) != 0) { - need_update_mesh = true; + need_update_geometry = true; } } @@ -347,14 +347,14 @@ void Shader::tag_update(Scene *scene) } /* compare if the attributes changed, mesh manager will check - * need_update_mesh, update the relevant meshes and clear it. */ + * need_update_geometry, update the relevant meshes and clear it. */ if (attributes.modified(prev_attributes)) { - need_update_mesh = true; - scene->mesh_manager->need_update = true; + need_update_geometry = true; + scene->geometry_manager->need_update = true; } if (has_volume != prev_has_volume) { - scene->mesh_manager->need_flags_update = true; + scene->geometry_manager->need_flags_update = true; scene->object_manager->need_flags_update = true; } } @@ -489,8 +489,8 @@ void ShaderManager::device_update_shaders_used(Scene *scene) if (scene->background->shader) scene->background->shader->used = true; - foreach (Mesh *mesh, scene->meshes) - foreach (Shader *shader, mesh->used_shaders) + foreach (Geometry *geom, scene->geometry) + foreach (Shader *shader, geom->used_shaders) shader->used = true; foreach (Light *light, scene->lights) |