SceneRenderLayer > SceneLayer: Convert Z-Mask
Note: Cycles still need to implement the per-object holdout (similar to how we do shadow catcher).
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@@ -314,7 +314,6 @@ RenderResult *render_result_new(Render *re, rcti *partrct, int crop, int savebuf
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BLI_strncpy(rl->name, srl->name, sizeof(rl->name));
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rl->lay = srl->lay;
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rl->lay_zmask = srl->lay_zmask;
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rl->layflag = srl->layflag;
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rl->passflag = srl->passflag; /* for debugging: srl->passflag | SCE_PASS_RAYHITS; */
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rl->pass_xor = srl->pass_xor;
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@@ -2066,7 +2066,7 @@ void zbuffer_solid(RenderPart *pa, RenderLayer *rl, void(*fillfunc)(RenderPart *
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ObjectRen *obr;
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float obwinmat[4][4], winmat[4][4], bounds[4];
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float ho1[4], ho2[4], ho3[4], ho4[4]={0};
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unsigned int lay= rl->lay, lay_zmask= rl->lay_zmask;
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unsigned int lay= rl->lay, lay_zmask= 0;
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int i, v, zvlnr, zsample, samples, c1, c2, c3, c4=0;
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short nofill=0, env=0, wire=0, zmaskpass=0;
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const bool all_z = (rl->layflag & SCE_LAY_ALL_Z) && !(rl->layflag & SCE_LAY_ZMASK);
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