Fix Cycles bug rendering with multiple UV maps after recent changes.
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@@ -489,7 +489,7 @@ static void attr_create_uv_map(Scene *scene,
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}
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}
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else {
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else {
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uv_attr = mesh->attributes.add(uv_name,
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uv_attr = mesh->attributes.add(uv_name,
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TypeDesc::TypePoint,
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TypeFloat2,
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ATTR_ELEMENT_CORNER);
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ATTR_ELEMENT_CORNER);
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}
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}
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@@ -586,7 +586,7 @@ static void attr_create_subd_uv_map(Scene *scene,
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if(active_render)
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if(active_render)
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uv_attr = mesh->subd_attributes.add(uv_std, uv_name);
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uv_attr = mesh->subd_attributes.add(uv_std, uv_name);
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else
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else
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uv_attr = mesh->subd_attributes.add(uv_name, TypeDesc::TypePoint, ATTR_ELEMENT_CORNER);
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uv_attr = mesh->subd_attributes.add(uv_name, TypeFloat2, ATTR_ELEMENT_CORNER);
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if(subdivide_uvs) {
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if(subdivide_uvs) {
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uv_attr->flags |= ATTR_SUBDIVIDED;
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uv_attr->flags |= ATTR_SUBDIVIDED;
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@@ -3483,7 +3483,7 @@ void TextureCoordinateNode::compile(SVMCompiler& compiler)
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}
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}
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else {
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else {
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int attr = compiler.attribute(ATTR_STD_UV);
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int attr = compiler.attribute(ATTR_STD_UV);
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compiler.add_node(attr_node, attr, compiler.stack_assign(out), NODE_ATTR_FLOAT2);
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compiler.add_node(attr_node, attr, compiler.stack_assign(out), NODE_ATTR_FLOAT3);
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}
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}
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}
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}
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