Fix cycles computing UV map tangents when they weren't needed.
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@@ -313,7 +313,7 @@ static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<
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std = (active_render)? ATTR_STD_UV_TANGENT: ATTR_STD_NONE;
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name = ustring((string(l->name().c_str()) + ".tangent").c_str());
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if(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)) {
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if(mesh->need_attribute(scene, name) || (active_render && mesh->need_attribute(scene, std))) {
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std = (active_render)? ATTR_STD_UV_TANGENT_SIGN: ATTR_STD_NONE;
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name = ustring((string(l->name().c_str()) + ".tangent_sign").c_str());
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bool need_sign = (mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std));
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