* Fix missing update when editing objects with emission materials.
* Fix preview pass rendering set to 1 not showing full resolution.
* Fix CUDA runtime compiling failing due to missing cache directory.
* Use settings from first render layer for visibility and material override.

And a bunch of incomplete and still disabled code mostly related to closure
sampling.
This commit is contained in:
2011-09-12 13:13:56 +00:00
parent c40492205b
commit ebc653463d
43 changed files with 1239 additions and 712 deletions

View File

@@ -223,8 +223,12 @@ Mesh *BlenderSync::sync_mesh(BL::Object b_ob, bool object_updated)
vector<uint> used_shaders;
BL::Object::material_slots_iterator slot;
for(b_ob.material_slots.begin(slot); slot != b_ob.material_slots.end(); ++slot)
find_shader(slot->material(), used_shaders);
for(b_ob.material_slots.begin(slot); slot != b_ob.material_slots.end(); ++slot) {
if(render_layer.material_override)
find_shader(render_layer.material_override, used_shaders);
else
find_shader(slot->material(), used_shaders);
}
if(used_shaders.size() == 0)
used_shaders.push_back(scene->default_surface);