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authorSergey Sharybin <sergey.vfx@gmail.com>2018-09-24 16:45:15 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2018-09-24 16:57:43 +0300
commit29602bbd629857f0f0a3968ba6f1d7f75128a493 (patch)
tree489517a91b70bda78563e0d90ce65dea3fb276fa /source
parent736f91ad01a058e570b98b557a9f8834834903d0 (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.cc5
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. */