Cycles: reduce memory usage of instanced objects by about 40%, as long as the
motion vector pass is not enabled.
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@@ -209,10 +209,10 @@ __device float4 triangle_motion_vector(KernelGlobals *kg, ShaderData *sd)
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* transformation was set match the world/object space of motion_pre/post */
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Transform tfm;
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tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM_MOTION_PRE);
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tfm = object_fetch_vector_transform(kg, sd->object, OBJECT_VECTOR_MOTION_PRE);
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motion_pre = transform_point(&tfm, motion_pre);
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tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM_MOTION_POST);
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tfm = object_fetch_vector_transform(kg, sd->object, OBJECT_VECTOR_MOTION_POST);
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motion_post = transform_point(&tfm, motion_post);
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float3 P;
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