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author | Sergey Sharybin <sergey.vfx@gmail.com> | 2019-02-22 16:45:32 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2019-02-22 16:45:32 +0300 |
commit | 22787636816a8661b7c4974216f3ea5af7cda2b0 (patch) | |
tree | cf37af78b422203eb0d9bee436804a6a032c90f2 /source | |
parent | 947d78b00bd9bbc9992504c69f060f04c2e151de (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')
-rw-r--r-- | source/blender/gpu/intern/gpu_buffers.c | 2 |
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; |