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author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-08-02 16:23:50 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-08-07 15:01:24 +0300 |
commit | 5e4bad2c00e466bfc013f8ad9edac7ad66938001 (patch) | |
tree | a7716ddeafa78a0ab0ec64d0596488ff65153ebe /intern/cycles/render/shader.cpp | |
parent | d1752167a9fd86403b7c197fff933ebf718065bd (diff) |
Cycles: remove option to disable transparent shadows globally.
We already detect this automatically based on shading nodes and per shader
settings, and performance of this option is ok now all devices.
Differential Revision: https://developer.blender.org/D2767
Diffstat (limited to 'intern/cycles/render/shader.cpp')
-rw-r--r-- | intern/cycles/render/shader.cpp | 4 |
1 files changed, 1 insertions, 3 deletions
diff --git a/intern/cycles/render/shader.cpp b/intern/cycles/render/shader.cpp index 44a266dfe18..493e01de363 100644 --- a/intern/cycles/render/shader.cpp +++ b/intern/cycles/render/shader.cpp @@ -503,9 +503,7 @@ void ShaderManager::device_update_common(Device *device, KernelIntegrator *kintegrator = &dscene->data.integrator; kintegrator->use_volumes = has_volumes; /* TODO(sergey): De-duplicate with flags set in integrator.cpp. */ - if(scene->integrator->transparent_shadows) { - kintegrator->transparent_shadows = has_transparent_shadow; - } + kintegrator->transparent_shadows = has_transparent_shadow; } void ShaderManager::device_free_common(Device *device, DeviceScene *dscene, Scene *scene) |