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Fix T94918: GPU subdivision uses viewport levels for final render

The resolution for the subdivision grid traversal was always based on
the viewport setting.
This commit is contained in:
2022-01-15 01:36:18 +01:00
parent 6a16a9e661
commit 9664cc91f3

View File

@@ -955,7 +955,8 @@ static bool draw_subdiv_build_cache(DRWSubdivCache *cache,
const SubsurfModifierData *smd,
const bool is_final_render)
{
const int level = get_render_subsurf_level(&scene->r, smd->levels, is_final_render);
const int requested_levels = (is_final_render) ? smd->renderLevels : smd->levels;
const int level = get_render_subsurf_level(&scene->r, requested_levels, is_final_render);
SubdivToMeshSettings to_mesh_settings;
to_mesh_settings.resolution = (1 << level) + 1;
to_mesh_settings.use_optimal_display = false;