Fix T41784, Re-enabling transparent shadows in Cycles doesn't work correctly
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@@ -325,7 +325,6 @@ void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Sc
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uint i = 0;
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bool has_converter_blackbody = false;
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bool has_volumes = false;
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bool has_transparent_shadows = false;
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foreach(Shader *shader, scene->shaders) {
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uint flag = 0;
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@@ -368,10 +367,6 @@ void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Sc
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shader_flag[i++] = flag;
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shader_flag[i++] = shader->pass_id;
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/* Check if we need transparent shadows */
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if(flag & SD_HAS_TRANSPARENT_SHADOW)
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has_transparent_shadows = true;
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}
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device->tex_alloc("__shader_flag", dscene->shader_flag);
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@@ -402,7 +397,6 @@ void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Sc
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/* integrator */
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KernelIntegrator *kintegrator = &dscene->data.integrator;
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kintegrator->use_volumes = has_volumes;
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kintegrator->transparent_shadows = has_transparent_shadows;
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}
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void ShaderManager::device_free_common(Device *device, DeviceScene *dscene, Scene *scene)
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