Depsgraph: Ensure shading update order
Previously it was possible to have geometry component to tag batch for DIRTY_ALL and shading to tag with SHADING_UPDATE. Now there is a relation between uber eval and shading, which solves this issue.
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@@ -1899,6 +1899,11 @@ void DepsgraphRelationBuilder::build_object_data_geometry(Object *object)
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add_relation(geom_init_key,
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obdata_ubereval_key,
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"Object Geometry UberEval");
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ComponentKey object_shading_key(&object->id, DEG_NODE_TYPE_SHADING);
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DepsRelation *rel = add_relation(obdata_ubereval_key,
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object_shading_key,
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"Object Geometry batch Update");
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rel->flag |= DEPSREL_FLAG_NO_FLUSH;
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}
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if (object->type == OB_MBALL) {
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Object *mom = BKE_mball_basis_find(scene_, object);
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