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authorClément Foucault <foucault.clem@gmail.com>2020-06-24 22:34:18 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-06-24 22:34:29 +0300
commit2ad8e16c2d7c416188bb0507a2e3066e6b9fdc7d (patch)
treedc14f7df7819b4d1ff821f28c7e2ee80b84b70c0 /source/blender/draw/engines/eevee/eevee_materials.c
parent0dced1af34e2a714475c24357cf93c2b0147f27f (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.c2
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});