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authorDalai Felinto <dfelinto@gmail.com>2018-02-27 15:21:54 +0300
committerDalai Felinto <dfelinto@gmail.com>2018-02-27 15:31:16 +0300
commit12c8fef8c7259bfdae367900f5a85f9b42e8d541 (patch)
treecf55808421c68c77504957e195ee17a30d354615 /source/blender/editors/render
parent3d7235fc8787c8f63ead313f0a891600dbc4d6fa (diff)
Eevee preview materials
Now that Eevee has support for offline rendering (F12) we can use it for the Material previews. Note: This makes the duplicated UI issue one panel worse. That happens when Cycles if your scene engine, and Eevee is your workspace engine.
Diffstat (limited to 'source/blender/editors/render')
-rw-r--r--source/blender/editors/render/render_preview.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/render/render_preview.c b/source/blender/editors/render/render_preview.c
index c76a6aa175a..79562ae386b 100644
--- a/source/blender/editors/render/render_preview.c
+++ b/source/blender/editors/render/render_preview.c
@@ -1376,7 +1376,7 @@ void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, M
sp->bmain = CTX_data_main(C);
sp->view_render = view_render;
- /* hardcoded preview .blend for cycles/internal, this should be solved
+ /* hardcoded preview .blend for Eevee + cycles/internal, this should be solved
* once with custom preview .blend path for external engines */
if ((method != PR_NODE_RENDER) && id_type != ID_TE && use_new_shading) {
sp->pr_main = G_pr_main_cycles;