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authorSergey Sharybin <sergey.vfx@gmail.com>2015-06-11 12:27:39 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2015-06-11 15:53:15 +0300
commit102e18d05cd4a92375aa6b855e560617d76ccb26 (patch)
tree35cfa4f3e66edfceb93a79cf4b5663809365c146 /source/blender/render
parent2bd6de5bbb1381fa34bf4df59d9f134dd9ccce91 (diff)
Expose debug type into the interface
This way it is now possible to select which exact debug pass is to be used by the render engine. Accessible from the Passes panel. Currently it could only be one debug pass, in the future we can make menus and image users smarter and support multiple passes of the same type.
Diffstat (limited to 'source/blender/render')
-rw-r--r--source/blender/render/intern/source/render_result.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/render/intern/source/render_result.c b/source/blender/render/intern/source/render_result.c
index ea7b32d2da9..7f54bebd673 100644
--- a/source/blender/render/intern/source/render_result.c
+++ b/source/blender/render/intern/source/render_result.c
@@ -705,7 +705,7 @@ RenderResult *render_result_new(Render *re, rcti *partrct, int crop, int savebuf
#ifdef WITH_CYCLES_DEBUG
if (BKE_scene_use_new_shading_nodes(re->scene)) {
render_layer_add_debug_pass(rr, rl, 1, SCE_PASS_DEBUG,
- RENDER_PASS_DEBUG_BVH_TRAVERSAL_STEPS, view);
+ re->r.debug_pass_type, view);
}
#endif
}