SceneRenderLayer > SceneLayer: Convert Lay
There are parts of the old (Blender Internal) rendering pipeline that is still using lay, e.g., in shi->lay. Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit.
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@@ -1463,7 +1463,6 @@ static struct GPUMaterialState {
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DupliObject *dob;
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Scene *gscene;
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int glay;
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bool gscenelock;
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float (*gviewmat)[4];
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float (*gviewinv)[4];
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float (*gviewcamtexcofac);
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@@ -1621,7 +1620,6 @@ void GPU_begin_object_materials(
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GMS.is_opensubdiv = use_opensubdiv;
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GMS.totmat = use_matcap ? 1 : ob->totcol + 1; /* materials start from 1, default material is 0 */
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GMS.glay = (v3d->localvd) ? v3d->localvd->lay : v3d->lay; /* keep lamps visible in local view */
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GMS.gscenelock = (v3d->scenelock != 0);
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GMS.gviewmat = rv3d->viewmat;
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GMS.gviewinv = rv3d->viewinv;
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GMS.gviewcamtexcofac = rv3d->viewcamtexcofac;
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@@ -1837,7 +1835,7 @@ int GPU_object_material_bind(int nr, void *attribs)
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GPU_material_bind(
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gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT),
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GMS.gviewmat, GMS.gviewinv, GMS.gviewcamtexcofac, GMS.gscenelock);
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GMS.gviewmat, GMS.gviewinv, GMS.gviewcamtexcofac);
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auto_bump_scale = GMS.gob->derivedFinal != NULL ? GMS.gob->derivedFinal->auto_bump_scale : 1.0f;
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GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gob->col, auto_bump_scale, &partile_info, object_info);
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