Cleanup: split Cycles Hair and Mesh classes, with Geometry base class

This commit is contained in:
2020-02-02 12:04:19 +01:00
parent 46c9872afa
commit d9c5f0d25f
56 changed files with 3488 additions and 2910 deletions

View File

@@ -333,10 +333,10 @@ void ImageTextureNode::cull_tiles(Scene *scene, ShaderGraph *graph)
/* TODO(lukas): This is quite inefficient. A fairly simple improvement would
* be to have a cache in each mesh that is indexed by attribute.
* Additionally, building a graph-to-meshes list once could help. */
foreach (Mesh *mesh, scene->meshes) {
foreach (Shader *shader, mesh->used_shaders) {
foreach (Geometry *geom, scene->geometry) {
foreach (Shader *shader, geom->used_shaders) {
if (shader->graph == graph) {
mesh->get_uv_tiles(attribute, used_tiles);
geom->get_uv_tiles(attribute, used_tiles);
}
}
}