Fix Cycles bug rendering with multiple UV maps after recent changes.

This commit is contained in:
Brecht Van Lommel
2019-03-05 18:39:55 +01:00
parent 304a89eccf
commit 25c935e65f
2 changed files with 3 additions and 3 deletions

View File

@@ -489,7 +489,7 @@ static void attr_create_uv_map(Scene *scene,
}
else {
uv_attr = mesh->attributes.add(uv_name,
TypeDesc::TypePoint,
TypeFloat2,
ATTR_ELEMENT_CORNER);
}
@@ -586,7 +586,7 @@ static void attr_create_subd_uv_map(Scene *scene,
if(active_render)
uv_attr = mesh->subd_attributes.add(uv_std, uv_name);
else
uv_attr = mesh->subd_attributes.add(uv_name, TypeDesc::TypePoint, ATTR_ELEMENT_CORNER);
uv_attr = mesh->subd_attributes.add(uv_name, TypeFloat2, ATTR_ELEMENT_CORNER);
if(subdivide_uvs) {
uv_attr->flags |= ATTR_SUBDIVIDED;

View File

@@ -3483,7 +3483,7 @@ void TextureCoordinateNode::compile(SVMCompiler& compiler)
}
else {
int attr = compiler.attribute(ATTR_STD_UV);
compiler.add_node(attr_node, attr, compiler.stack_assign(out), NODE_ATTR_FLOAT2);
compiler.add_node(attr_node, attr, compiler.stack_assign(out), NODE_ATTR_FLOAT3);
}
}