Fix for attribute lookup in OSL. This uses a map in the OSL globals instead of the device texture.
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@@ -366,7 +366,7 @@ void MeshManager::update_osl_attributes(Device *device, Scene *scene, vector<Att
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if(req.std != ATTR_STD_NONE) {
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/* if standard attribute, add lookup by std:: name convention */
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ustring stdname = ustring(string("std::") + Attribute::standard_name(req.std).c_str());
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ustring stdname = ustring(string("std::") + attribute_standard_name(req.std).c_str());
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og->attribute_map[i][stdname] = osl_attr;
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}
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else if(req.name != ustring()) {
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