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authorThomas Dinges <blender@dingto.org>2014-09-11 16:50:31 +0400
committerThomas Dinges <blender@dingto.org>2014-09-11 16:51:48 +0400
commit61e58c378a4676dea439f12851512ea9282e5d68 (patch)
treebbf83cdafacd80fb76fcc65d922002e457eee2cf /intern/cycles/render/shader.cpp
parent149ca1320b183632921c5c06110ee910a768eb93 (diff)
Fix T41784, Re-enabling transparent shadows in Cycles doesn't work correctly
Diffstat (limited to 'intern/cycles/render/shader.cpp')
-rw-r--r--intern/cycles/render/shader.cpp6
1 files changed, 0 insertions, 6 deletions
diff --git a/intern/cycles/render/shader.cpp b/intern/cycles/render/shader.cpp
index 927918689f1..d76e511859a 100644
--- a/intern/cycles/render/shader.cpp
+++ b/intern/cycles/render/shader.cpp
@@ -325,7 +325,6 @@ void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Sc
uint i = 0;
bool has_converter_blackbody = false;
bool has_volumes = false;
- bool has_transparent_shadows = false;
foreach(Shader *shader, scene->shaders) {
uint flag = 0;
@@ -368,10 +367,6 @@ void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Sc
shader_flag[i++] = flag;
shader_flag[i++] = shader->pass_id;
-
- /* Check if we need transparent shadows */
- if(flag & SD_HAS_TRANSPARENT_SHADOW)
- has_transparent_shadows = true;
}
device->tex_alloc("__shader_flag", dscene->shader_flag);
@@ -402,7 +397,6 @@ void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Sc
/* integrator */
KernelIntegrator *kintegrator = &dscene->data.integrator;
kintegrator->use_volumes = has_volumes;
- kintegrator->transparent_shadows = has_transparent_shadows;
}
void ShaderManager::device_free_common(Device *device, DeviceScene *dscene, Scene *scene)