Bugfix: strands didn't respect renderlayers.

This commit is contained in:
Brecht Van Lommel
2008-01-16 14:25:59 +00:00
parent 7c1961234b
commit 1faba3d82d

View File

@@ -59,7 +59,7 @@ void merge_transp_passes(RenderLayer *rl, ShadeResult *shr);
void add_transp_passes(RenderLayer *rl, int offset, ShadeResult *shr, float alpha);
void hoco_to_zco(ZSpan *zspan, float *zco, float *hoco);
void zspan_scanconvert_strand(ZSpan *zspan, void *handle, float *v1, float *v2, float *v3, void (*func)(void *, int, int, float, float, float) );
void zbufsinglewire(ZSpan *zspan, ObjectRen *obr, int zvlnr, float *ho1, float *ho2);
void zbufsinglewire(ZSpan *zspan, int obi, int zvlnr, float *ho1, float *ho2);
int addtosamp_shr(ShadeResult *samp_shr, ShadeSample *ssamp, int addpassflag);
void add_transp_speed(RenderLayer *rl, int offset, float *speed, float alpha, long *rdrect);
void reset_sky_speedvectors(RenderPart *pa, RenderLayer *rl, float *rectf);
@@ -1057,6 +1057,9 @@ unsigned short *zbuffer_strands_shade(Render *re, RenderPart *pa, RenderLayer *r
if(re->test_break())
break;
if(!(strand->buffer->lay & rl->lay))
continue;
#if 0
if(strand->clip)
continue;