Bugfix: strands didn't respect renderlayers.
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@@ -59,7 +59,7 @@ void merge_transp_passes(RenderLayer *rl, ShadeResult *shr);
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void add_transp_passes(RenderLayer *rl, int offset, ShadeResult *shr, float alpha);
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void hoco_to_zco(ZSpan *zspan, float *zco, float *hoco);
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void zspan_scanconvert_strand(ZSpan *zspan, void *handle, float *v1, float *v2, float *v3, void (*func)(void *, int, int, float, float, float) );
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void zbufsinglewire(ZSpan *zspan, ObjectRen *obr, int zvlnr, float *ho1, float *ho2);
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void zbufsinglewire(ZSpan *zspan, int obi, int zvlnr, float *ho1, float *ho2);
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int addtosamp_shr(ShadeResult *samp_shr, ShadeSample *ssamp, int addpassflag);
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void add_transp_speed(RenderLayer *rl, int offset, float *speed, float alpha, long *rdrect);
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void reset_sky_speedvectors(RenderPart *pa, RenderLayer *rl, float *rectf);
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@@ -1057,6 +1057,9 @@ unsigned short *zbuffer_strands_shade(Render *re, RenderPart *pa, RenderLayer *r
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if(re->test_break())
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break;
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if(!(strand->buffer->lay & rl->lay))
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continue;
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#if 0
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if(strand->clip)
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continue;
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