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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2013-09-13 18:31:28 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2013-09-13 18:31:28 +0400
commit5d546784774110ab0ace9f79f42f2a2980fd592c (patch)
tree06d1eed5a4f9cadfd8de6d53b36201195b14dc44 /intern
parentfdd889717239e8dbc7b3dabf1e3c630d6203837b (diff)
Fix #36719: UV pass not rendering in second render layer if first render layer
does not have the UV pass enabled as well.
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/render/film.cpp6
1 files changed, 5 insertions, 1 deletions
diff --git a/intern/cycles/render/film.cpp b/intern/cycles/render/film.cpp
index 76bdcf7cdab..f97417b5251 100644
--- a/intern/cycles/render/film.cpp
+++ b/intern/cycles/render/film.cpp
@@ -431,8 +431,12 @@ bool Film::modified(const Film& film)
void Film::tag_passes_update(Scene *scene, const vector<Pass>& passes_)
{
- if(Pass::contains(passes, PASS_UV) != Pass::contains(passes_, PASS_UV))
+ if(Pass::contains(passes, PASS_UV) != Pass::contains(passes_, PASS_UV)) {
scene->mesh_manager->tag_update(scene);
+
+ foreach(Shader *shader, scene->shaders)
+ shader->need_update_attributes = true;
+ }
else if(Pass::contains(passes, PASS_MOTION) != Pass::contains(passes_, PASS_MOTION))
scene->mesh_manager->tag_update(scene);