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author | Jeroen Bakker <j.bakker@atmind.nl> | 2011-07-06 20:08:24 +0400 |
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committer | Jeroen Bakker <j.bakker@atmind.nl> | 2011-07-06 20:08:24 +0400 |
commit | a83c3c0b1422713d8553965988c3096955eaa452 (patch) | |
tree | 34dd7e4c8f4de8347f24e4a6c89d3305ac59e652 /source | |
parent | e1b060486f0a315cc60c60be07783ab89056229d (diff) |
The material index did not work when FSAA was turned on.
The information was written in the temp exr files, but was not read back.
After checking I saw that the pass was not merged back in the rendercore.
After adding this it worked. tested with all FSAA settings.
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/render/intern/source/rendercore.c | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/source/blender/render/intern/source/rendercore.c b/source/blender/render/intern/source/rendercore.c index 2fa6bed5aae..3aca334cffe 100644 --- a/source/blender/render/intern/source/rendercore.c +++ b/source/blender/render/intern/source/rendercore.c @@ -627,6 +627,12 @@ static void add_passes(RenderLayer *rl, int offset, ShadeInput *shi, ShadeResult *fp= (float)shi->obr->ob->index; } break; + case SCE_PASS_INDEXMA: + if(shi->vlr) { + fp= rpass->rect + offset; + *fp= (float)shi->mat->index; + } + break; case SCE_PASS_MIST: fp= rpass->rect + offset; *fp= shr->mist; |