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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2016-05-14 15:50:03 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2016-05-17 22:39:16 +0300
commit0e8cd14dfee9788f24854aa8f4148033ef042f51 (patch)
tree4fd7fdb358f9ef4ccdcb934025b74ee6f25598ad /intern/cycles/render/shader.h
parent08670d3b8117cda608c178688f261e1204794a0d (diff)
Code refactor: use shader pointers rather than shader indexes.
Diffstat (limited to 'intern/cycles/render/shader.h')
-rw-r--r--intern/cycles/render/shader.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/intern/cycles/render/shader.h b/intern/cycles/render/shader.h
index d7692a2b6f5..4a1502cb86d 100644
--- a/intern/cycles/render/shader.h
+++ b/intern/cycles/render/shader.h
@@ -112,6 +112,7 @@ public:
AttributeRequestSet attributes;
/* determined before compiling */
+ uint id;
bool used;
#ifdef WITH_OSL
@@ -159,7 +160,7 @@ public:
uint get_attribute_id(AttributeStandard std);
/* get shader id for mesh faces */
- int get_shader_id(uint shader, Mesh *mesh = NULL, bool smooth = false);
+ int get_shader_id(Shader *shader, Mesh *mesh = NULL, bool smooth = false);
/* add default shaders to scene, to use as default for things that don't
* have any shader assigned explicitly */