diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-04-06 11:55:11 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-04-13 15:17:32 +0300 |
commit | eec5d3a8a8a26256fbae39d4f1fb01de6a648eea (patch) | |
tree | 892d48df436e59d2895251df1699a5f8b5fe8b58 /source/blender/depsgraph/DEG_depsgraph.h | |
parent | 340bfdef2e424c59e85785c1660db805b3255882 (diff) |
Depsgraph: remove engine type from evaluation context.
This was only used for viewport rendering, where we can just pass the engine
type directly. There is no technical reason why we can't draw the same depsgrpah
with different render engines.
It also led to some weird things like requiring a render engine for snapping
and raycast API functions.
Differential Revision: https://developer.blender.org/D3145
Diffstat (limited to 'source/blender/depsgraph/DEG_depsgraph.h')
-rw-r--r-- | source/blender/depsgraph/DEG_depsgraph.h | 2 |
1 files changed, 0 insertions, 2 deletions
diff --git a/source/blender/depsgraph/DEG_depsgraph.h b/source/blender/depsgraph/DEG_depsgraph.h index 9c00ed2ddcc..e30b46c053a 100644 --- a/source/blender/depsgraph/DEG_depsgraph.h +++ b/source/blender/depsgraph/DEG_depsgraph.h @@ -86,7 +86,6 @@ typedef struct EvaluationContext { struct Depsgraph *depsgraph; struct ViewLayer *view_layer; - struct RenderEngineType *engine_type; } EvaluationContext; /* DagNode->eval_flags */ @@ -219,7 +218,6 @@ void DEG_evaluation_context_init_from_scene( struct EvaluationContext *eval_ctx, struct Scene *scene, struct ViewLayer *view_layer, - struct RenderEngineType *engine_type, eEvaluationMode mode); void DEG_evaluation_context_init_from_view_layer_for_render( |