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author | Mai Lavelle <mai.lavelle@gmail.com> | 2016-08-17 02:42:08 +0300 |
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committer | Mai Lavelle <mai.lavelle@gmail.com> | 2016-09-02 05:44:42 +0300 |
commit | 9f1c42392e4ae8dfaa91ef8cc32119199ca7d723 (patch) | |
tree | 1efc93d7fc137b939e33827ae86a9b44e9b2d841 /intern/cycles/render/shader.h | |
parent | f0159d1d48a141483f61b1ccc262f99016b63570 (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.h | 2 |
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 */ |