diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2018-09-24 16:45:15 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2018-09-24 16:57:43 +0300 |
commit | 29602bbd629857f0f0a3968ba6f1d7f75128a493 (patch) | |
tree | 489517a91b70bda78563e0d90ce65dea3fb276fa /source | |
parent | 736f91ad01a058e570b98b557a9f8834834903d0 (diff) |
Depsgraph: Always respect visibility flag when building object
Before it was only doing this for directly linked objects. This was
initially needed to solve fps issues in some of the shots. Now this
fps drop i can no longer reproduce. Was likely needed prior to
modifiers dependencies "inheriting" visibility from the "parent".
This commit makes it so objects which are linked indirectly to the
scene via collections are properly considered visible (or, rather,
evaluatable) by dependency graph.
Solves missing eyelashes and braids issues with 01_035_A.
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/depsgraph/intern/builder/deg_builder_nodes.cc | 5 |
1 files changed, 1 insertions, 4 deletions
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc b/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc index 429bfbab4d6..ff3009a6ce5 100644 --- a/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc +++ b/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc @@ -555,11 +555,8 @@ void DepsgraphNodeBuilder::build_object(int base_index, if (object == scene_->camera) { id_node->is_directly_visible = true; } - else if (id_node->linked_state == DEG_ID_LINKED_DIRECTLY) { - id_node->is_directly_visible = is_visible; - } else { - id_node->is_directly_visible = false; + id_node->is_directly_visible = is_visible; } object->customdata_mask = 0; /* Various flags, flushing from bases/collections. */ |