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author | Sergey Sharybin <sergey.vfx@gmail.com> | 2018-01-29 18:28:24 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2018-01-29 19:53:51 +0300 |
commit | 006c66b1ff5972c5badff7a7f53f638e27e24cd4 (patch) | |
tree | 5969a622529686545b923353f36a7b66188daf37 /source/blender/depsgraph/intern/eval/deg_eval_flush.cc | |
parent | d174f3bd60bbc2b07c0136bd2e1c4a1dea50ca7b (diff) |
Refactor object engine data storage
Main idea is to make specific engine types be a subclass of generic
ObjectEngineData structure.
This required following changes:
- Have extra size argument to engine data allocation function.
Not sure whether there is less error-prone way of doing this.
- Add init() callback to engine data allocation function.
Additionally, added some extra checks to Eevee's engine data getters, so we do
not silently cast lamp data to lightprobe data.
Reviewers: dfelinto, fclem
Differential Revision: https://developer.blender.org/D3027
Diffstat (limited to 'source/blender/depsgraph/intern/eval/deg_eval_flush.cc')
0 files changed, 0 insertions, 0 deletions