Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorSergey Sharybin <sergey.vfx@gmail.com>2019-02-22 16:45:32 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2019-02-22 16:45:32 +0300
commit22787636816a8661b7c4974216f3ea5af7cda2b0 (patch)
treecf37af78b422203eb0d9bee436804a6a032c90f2 /source/blender/gpu
parent947d78b00bd9bbc9992504c69f060f04c2e151de (diff)
Multires: Don't force smooth shading
There is still work needed to be done from multires side to fully support smooth shading. So can't just always have smooth shading. Roll back to a proper code in GPU side, the rest will be handled from CCG side.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/intern/gpu_buffers.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c
index 85459c4de40..242882b011a 100644
--- a/source/blender/gpu/intern/gpu_buffers.c
+++ b/source/blender/gpu/intern/gpu_buffers.c
@@ -504,7 +504,7 @@ void GPU_pbvh_grid_buffers_update(
bool empty_mask = true;
int i, j, k, x, y;
- const bool smooth = true;//grid_flag_mats[grid_indices[0]].flag & ME_SMOOTH;
+ const bool smooth = grid_flag_mats[grid_indices[0]].flag & ME_SMOOTH;
/* Build VBO */
const int has_mask = key->has_mask;