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author | Clément Foucault <foucault.clem@gmail.com> | 2020-06-24 22:34:18 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-06-24 22:34:29 +0300 |
commit | 2ad8e16c2d7c416188bb0507a2e3066e6b9fdc7d (patch) | |
tree | dc14f7df7819b4d1ff821f28c7e2ee80b84b70c0 /source/blender/draw/engines/eevee/eevee_materials.c | |
parent | 0dced1af34e2a714475c24357cf93c2b0147f27f (diff) |
Fix T78215 EEVEE: incorrect Render Passes results when using motion blur
This was caused by a missing DRWPass initialization.
Now we create the passes for every timestep but avoid clearing the
buffer after the first sample.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_materials.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_materials.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index 41c28075760..29c8a183ae5 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -1018,7 +1018,7 @@ void EEVEE_material_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, /* Should be enough precision for many samples. */ const eGPUTextureFormat texture_format = (tot_samples > 128) ? GPU_RGBA32F : GPU_RGBA16F; - const bool do_clear = DRW_state_is_image_render() || (effects->taa_current_sample == 1); + const bool do_clear = (effects->taa_current_sample == 1); /* Create FrameBuffer. */ GPU_framebuffer_ensure_config(&fbl->material_accum_fb, {GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_LEAVE}); |