Cycles: Use Displacement type in OSL ShadingSystem.
Reviewed by: brecht Differential Revision: https://developer.blender.org/D386
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@@ -513,16 +513,14 @@ void OSLCompiler::add(ShaderNode *node, const char *name, bool isfilepath)
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}
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}
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/* create shader of the appropriate type. we pass "surface" to all shaders,
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* because "volume" and "displacement" don't work yet in OSL. the shaders
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* work fine, but presumably these values would be used for more strict
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* checking, so when that is fixed, we should update the code here too. */
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/* create shader of the appropriate type. OSL only distinguishes between "surface"
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* and "displacement" atm */
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if(current_type == SHADER_TYPE_SURFACE)
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ss->Shader("surface", name, id(node).c_str());
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else if(current_type == SHADER_TYPE_VOLUME)
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ss->Shader("surface", name, id(node).c_str());
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else if(current_type == SHADER_TYPE_DISPLACEMENT)
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ss->Shader("surface", name, id(node).c_str());
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ss->Shader("displacement", name, id(node).c_str());
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else
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assert(0);
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