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authorMai Lavelle <mai.lavelle@gmail.com>2016-08-17 02:42:08 +0300
committerMai Lavelle <mai.lavelle@gmail.com>2016-09-02 05:44:42 +0300
commit9f1c42392e4ae8dfaa91ef8cc32119199ca7d723 (patch)
tree1efc93d7fc137b939e33827ae86a9b44e9b2d841 /intern/cycles/render/shader.h
parentf0159d1d48a141483f61b1ccc262f99016b63570 (diff)
Cycles: remove duplicate shader storage
Storing multiple copies of a shader was needed when the displacement method was a mesh option and could be different for each mesh. Now that its a shader option this is unnecessary. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2156
Diffstat (limited to 'intern/cycles/render/shader.h')
-rw-r--r--intern/cycles/render/shader.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/render/shader.h b/intern/cycles/render/shader.h
index 060ad7056bc..696e22bc3c9 100644
--- a/intern/cycles/render/shader.h
+++ b/intern/cycles/render/shader.h
@@ -173,7 +173,7 @@ public:
uint get_attribute_id(AttributeStandard std);
/* get shader id for mesh faces */
- int get_shader_id(Shader *shader, Mesh *mesh = NULL, bool smooth = false);
+ int get_shader_id(Shader *shader, bool smooth = false);
/* add default shaders to scene, to use as default for things that don't
* have any shader assigned explicitly */