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authorSergey Sharybin <sergey.vfx@gmail.com>2019-02-22 18:56:54 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2019-02-22 19:02:51 +0300
commit3b132778deaac733baa78653685471e344b6b7c8 (patch)
tree568e05c772008ef3e1d3149c55dfb0e20719d950 /source/blender/blenkernel/CMakeLists.txt
parentb6c61945aed51d86dc474df616761f9a25d71d09 (diff)
Multires: Support smooth shading when sculpting
On CCG side it is done similar to displacement, where we have a dedicated functor which evaluates displacement. Might be seemed as an overkill, but allows to decouple SubdivCCG from mesh entirely, and maybe even free up coarse mesh in order to save some memory. Some weak-looking aspect is the call to update normals from the draw manager. Ideally, the manager will only draw what is already evaluated. But it's a bit tricky to find a best place for this since we avoid dependency graph updates during sculpt as much as possible. The new code mimics the old code, this is how it was in 2.7. Fix shading part of T58307.
Diffstat (limited to 'source/blender/blenkernel/CMakeLists.txt')
-rw-r--r--source/blender/blenkernel/CMakeLists.txt1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenkernel/CMakeLists.txt b/source/blender/blenkernel/CMakeLists.txt
index b30acbcae24..e3afbc507bf 100644
--- a/source/blender/blenkernel/CMakeLists.txt
+++ b/source/blender/blenkernel/CMakeLists.txt
@@ -194,6 +194,7 @@ set(SRC
intern/subdiv.c
intern/subdiv_ccg.c
intern/subdiv_ccg_mask.c
+ intern/subdiv_ccg_material.c
intern/subdiv_converter.c
intern/subdiv_converter_mesh.c
intern/subdiv_displacement.c