Cycles:
* 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.
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@@ -72,11 +72,12 @@ private:
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void sync_integrator();
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void sync_view();
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void sync_world();
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void sync_render_layer(BL::SpaceView3D b_v3d);
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void sync_shaders();
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void sync_nodes(Shader *shader, BL::ShaderNodeTree b_ntree);
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Mesh *sync_mesh(BL::Object b_ob, bool object_updated);
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void sync_object(BL::Object b_parent, int b_index, BL::Object b_object, Transform& tfm);
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void sync_object(BL::Object b_parent, int b_index, BL::Object b_object, Transform& tfm, uint visibility);
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void sync_light(BL::Object b_parent, int b_index, BL::Object b_ob, Transform& tfm);
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/* util */
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@@ -99,6 +100,17 @@ private:
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Scene *scene;
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bool preview;
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struct RenderLayerInfo {
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RenderLayerInfo()
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: scene_layer(0), layer(0),
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material_override(PointerRNA_NULL)
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{}
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uint scene_layer;
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uint layer;
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BL::Material material_override;
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} render_layer;
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};
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CCL_NAMESPACE_END
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