Fix T41784, Re-enabling transparent shadows in Cycles doesn't work correctly

This commit is contained in:
Thomas Dinges
2014-09-11 14:50:31 +02:00
parent 149ca1320b
commit 61e58c378a
2 changed files with 13 additions and 10 deletions

View File

@@ -325,7 +325,6 @@ void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Sc
uint i = 0;
bool has_converter_blackbody = false;
bool has_volumes = false;
bool has_transparent_shadows = false;
foreach(Shader *shader, scene->shaders) {
uint flag = 0;
@@ -368,10 +367,6 @@ void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Sc
shader_flag[i++] = flag;
shader_flag[i++] = shader->pass_id;
/* Check if we need transparent shadows */
if(flag & SD_HAS_TRANSPARENT_SHADOW)
has_transparent_shadows = true;
}
device->tex_alloc("__shader_flag", dscene->shader_flag);
@@ -402,7 +397,6 @@ void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Sc
/* integrator */
KernelIntegrator *kintegrator = &dscene->data.integrator;
kintegrator->use_volumes = has_volumes;
kintegrator->transparent_shadows = has_transparent_shadows;
}
void ShaderManager::device_free_common(Device *device, DeviceScene *dscene, Scene *scene)