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author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-10-12 19:42:35 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-10-12 19:42:35 +0400 |
commit | 7503a7edfba9496521baefd70fe6cbcbfce5127b (patch) | |
tree | 9800ef871191ce52396048681d393d62c0c30cc5 /intern/cycles/render/shader.h | |
parent | 85818c8209bc6df4f60c7e86173521f5fa1a5a96 (diff) |
Cycles: replace surface/volume sockets in output nodes with a single shader socket,
decided it's better to render objects as either surface or volume.
This may break the volume rendering patch, but shaders with volume closures still
get tagged as having volume closures, so it should be fixable without too many
changes.
Diffstat (limited to 'intern/cycles/render/shader.h')
-rw-r--r-- | intern/cycles/render/shader.h | 7 |
1 files changed, 3 insertions, 4 deletions
diff --git a/intern/cycles/render/shader.h b/intern/cycles/render/shader.h index 45efa123ef6..17ffc75924b 100644 --- a/intern/cycles/render/shader.h +++ b/intern/cycles/render/shader.h @@ -39,8 +39,8 @@ struct float3; /* Shader describing the appearance of a Mesh, Light or Background. * - * While there is only a single shader graph, it has three outputs: surface, - * volume and displacement, that the shader manager will compile and execute + * While there is only a single shader graph, it has two outputs: shader, + * displacement, that the shader manager will compile and execute * separately. */ class Shader { @@ -65,11 +65,10 @@ public: bool need_update_attributes; /* information about shader after compiling */ - bool has_surface; bool has_surface_emission; bool has_surface_transparent; - bool has_volume; bool has_displacement; + bool has_volume; /* requested mesh attributes */ AttributeRequestSet attributes; |