diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2017-11-15 20:01:57 +0300 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2017-11-22 12:13:33 +0300 |
commit | 8ba6103e66b0e8bcbe70e6ed8f91500fdc7df3ee (patch) | |
tree | 024497bcfb48a42b969471fcb96119f2dcc0e442 /source/blender/gpu/intern/gpu_material.c | |
parent | 0a6df6b173c5af2a38d2b808634adb2c6432ce3e (diff) |
SceneRenderLayer > SceneLayer: Convert Lay
There are parts of the old (Blender Internal) rendering pipeline that is still
using lay, e.g., in shi->lay.
Honestly it will be easier to purge the entire Blender Internal code away instead
of taking things from it bit by bit.
Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 6 |
1 files changed, 1 insertions, 5 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index 4668ea2998d..0a8ef9dffc5 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -295,14 +295,10 @@ void GPU_material_free(ListBase *gpumaterial) void GPU_material_bind( GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, - float viewmat[4][4], float viewinv[4][4], float camerafactors[4], bool scenelock) + float viewmat[4][4], float viewinv[4][4], float camerafactors[4]) { if (material->pass) { GPUShader *shader = GPU_pass_shader(material->pass); - SceneRenderLayer *srl = scenelock ? BLI_findlink(&material->scene->r.layers, material->scene->r.actlay) : NULL; - - if (srl) - viewlay &= srl->lay; /* handle layer lamps */ if (material->type == GPU_MATERIAL_TYPE_MESH) { |