forked from blender/blender
Caching generated image leads to infinite loop in preview render #53
@ -139,7 +139,6 @@ void LightData::update()
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pxr::VtValue LightData::get_data(pxr::TfToken const &key) const
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pxr::VtValue LightData::get_data(pxr::TfToken const &key) const
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{
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{
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ID_LOG(3, "%s", key.GetText());
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ID_LOG(3, "%s", key.GetText());
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pxr::VtValue ret;
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auto it = data_.find(key);
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auto it = data_.find(key);
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if (it != data_.end()) {
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if (it != data_.end()) {
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return pxr::VtValue(it->second);
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return pxr::VtValue(it->second);
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@ -2,6 +2,7 @@
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* Copyright 2011-2022 Blender Foundation */
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* Copyright 2011-2022 Blender Foundation */
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#include <pxr/base/gf/vec2f.h>
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#include <pxr/base/gf/vec2f.h>
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#include <pxr/base/tf/staticTokens.h>
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#include <pxr/imaging/hd/tokens.h>
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#include <pxr/imaging/hd/tokens.h>
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#include "BKE_material.h"
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#include "BKE_material.h"
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@ -12,6 +13,10 @@
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#include "blender_scene_delegate.h"
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#include "blender_scene_delegate.h"
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#include "mesh.h"
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#include "mesh.h"
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PXR_NAMESPACE_OPEN_SCOPE
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TF_DEFINE_PRIVATE_TOKENS(_tokens, (st));
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PXR_NAMESPACE_CLOSE_SCOPE
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namespace blender::render::hydra {
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namespace blender::render::hydra {
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MeshData::MeshData(BlenderSceneDelegate *scene_delegate,
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MeshData::MeshData(BlenderSceneDelegate *scene_delegate,
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@ -85,7 +90,7 @@ pxr::VtValue MeshData::get_data(pxr::SdfPath const &id, pxr::TfToken const &key)
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else if (key == pxr::HdTokens->normals) {
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else if (key == pxr::HdTokens->normals) {
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return pxr::VtValue(submesh(id).normals);
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return pxr::VtValue(submesh(id).normals);
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}
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}
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else if (key == pxr::HdPrimvarRoleTokens->textureCoordinate) {
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else if (key == pxr::_tokens->st) {
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return pxr::VtValue(submesh(id).uvs);
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return pxr::VtValue(submesh(id).uvs);
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}
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}
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return pxr::VtValue();
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return pxr::VtValue();
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@ -128,9 +133,8 @@ pxr::HdPrimvarDescriptorVector MeshData::primvar_descriptors(
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pxr::HdTokens->normals, interpolation, pxr::HdPrimvarRoleTokens->normal);
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pxr::HdTokens->normals, interpolation, pxr::HdPrimvarRoleTokens->normal);
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}
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}
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if (!submeshes_[0].uvs.empty()) {
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if (!submeshes_[0].uvs.empty()) {
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primvars.emplace_back(pxr::HdPrimvarRoleTokens->textureCoordinate,
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primvars.emplace_back(
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interpolation,
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pxr::_tokens->st, interpolation, pxr::HdPrimvarRoleTokens->textureCoordinate);
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pxr::HdPrimvarRoleTokens->textureCoordinate);
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}
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}
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}
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}
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return primvars;
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return primvars;
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