From 5ccc02277d7cee7affa5d3b49a8b9e6e4368b201 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Thu, 22 Jun 2017 02:41:17 +0200 Subject: Eevee: Improve material variation managment. - Unify variations between default shaders and material shader. - Only create default shader passes if needed. Downside is that we have a big array of passes and shading grp in the vedata ... And it will double in size each time a new variation flag is added. --- source/blender/draw/engines/eevee/eevee_engine.c | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) (limited to 'source/blender/draw/engines/eevee/eevee_engine.c') diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c index 8d3cf5ea077..62edfa642eb 100644 --- a/source/blender/draw/engines/eevee/eevee_engine.c +++ b/source/blender/draw/engines/eevee/eevee_engine.c @@ -157,9 +157,7 @@ static void EEVEE_draw_scene(void *vedata) /* Shading pass */ DRW_draw_pass(psl->probe_display); - DRW_draw_pass(psl->default_pass); - DRW_draw_pass(psl->default_flat_pass); - DRW_draw_pass(psl->default_hair_pass); + EEVEE_draw_default_passes(psl); DRW_draw_pass(psl->material_pass); /* Post Process */ -- cgit v1.2.3