Cycles:
* Add alpha pass output, to use set Transparent option in Film panel. * Add Holdout closure (OSL terminology), this is like the Sky option in the internal renderer, objects with this closure show the background / zero alpha. * Add option to use Gaussian instead of Box pixel filter in the UI. * Remove camera response curves for now, they don't really belong here in the pipeline, should be moved to compositor. * Output full float values for rendering now, previously was only byte precision. * Add a patch from Thomas to get a preview passes option, but still disabled because it isn't quite working right yet. * CUDA: don't compile shader graph evaluation inline. * Convert tabs to spaces in python files.
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@@ -392,7 +392,7 @@ void MeshManager::device_update_attributes(Device *device, DeviceScene *dscene,
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progress.set_status("Updating Mesh", "Computing attributes");
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/* gather per mesh requested attributes. as meshes may have multiple
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* shaders assigned, this merged the requested attributes that have
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* shaders assigned, this merges the requested attributes that have
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* been set per shader by the shader manager */
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vector<AttributeRequestSet> mesh_attributes(scene->meshes.size());
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