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author | Nathan Letwory <nathan@mcneel.com> | 2014-05-19 14:49:36 +0400 |
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committer | Nathan Letwory <nathan@mcneel.com> | 2014-05-19 15:46:58 +0400 |
commit | 0684ac93013681261e8acc5ac6296c5de785d7d8 (patch) | |
tree | a0c44d4b6ba118bd56755fae76705ca7e7145123 /intern/cycles/render/shader.h | |
parent | 9a7c4ead3f57052c911570d1b507e1f5229210c8 (diff) |
Move ShadingSystem enum to shader.h
Add SHADINGSYSTEM_ to enum member names, so it is clear where they
are from.
Revert BVHType enum changes, as there's no need for code dedup here.
Diffstat (limited to 'intern/cycles/render/shader.h')
-rw-r--r-- | intern/cycles/render/shader.h | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/intern/cycles/render/shader.h b/intern/cycles/render/shader.h index 874e8face7a..dc18b385cc3 100644 --- a/intern/cycles/render/shader.h +++ b/intern/cycles/render/shader.h @@ -39,6 +39,11 @@ class Scene; class ShaderGraph; struct float3; +enum ShadingSystem { + SHADINGSYSTEM_OSL, + SHADINGSYSTEM_SVM +}; + /* Shader describing the appearance of a Mesh, Light or Background. * * While there is only a single shader graph, it has three outputs: surface, |