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author | Sergey Sharybin <sergey.vfx@gmail.com> | 2016-01-07 09:45:13 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2016-01-07 09:45:13 +0300 |
commit | 9f2d33a6524d40c1e01a3fec8dab276094bf9940 (patch) | |
tree | ba93c39d0d92d5f202fec0d3ceb84c14695225e4 /intern/cycles | |
parent | 3da0af1464947df6d8002166332f2e74b0a85aaf (diff) |
Cycles: Fix wrong transparency flag being set to integrator
Patch from be28706 made it so integrator will use last shader's transparent
shadow flag, which is wrong since last shader might not have transparent
shadow while shaders prior to it might have one.
Diffstat (limited to 'intern/cycles')
-rw-r--r-- | intern/cycles/render/shader.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/render/shader.cpp b/intern/cycles/render/shader.cpp index d6e854b0b5c..6e8004e6ce8 100644 --- a/intern/cycles/render/shader.cpp +++ b/intern/cycles/render/shader.cpp @@ -386,7 +386,7 @@ void ShaderManager::device_update_common(Device *device, shader_flag[i++] = flag; shader_flag[i++] = shader->pass_id; - has_transparent_shadow = (flag & SD_HAS_TRANSPARENT_SHADOW) != 0; + has_transparent_shadow |= (flag & SD_HAS_TRANSPARENT_SHADOW) != 0; } device->tex_alloc("__shader_flag", dscene->shader_flag); |