Fix #35272: cycles GPU crash with anisotropic shader in group node.
Problem was that due to group proxy node the anisotropic node did not detect early enough that it needs generated texture coordinate data to generate the tangent. Now the proxy nodes are removed earlier.
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@@ -239,6 +239,7 @@ public:
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void connect(ShaderOutput *from, ShaderInput *to);
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void disconnect(ShaderInput *to);
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void remove_unneeded_nodes();
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void finalize(bool do_bump = false, bool do_osl = false, bool do_multi_closure = false);
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protected:
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@@ -247,7 +248,6 @@ protected:
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void find_dependencies(set<ShaderNode*>& dependencies, ShaderInput *input);
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void copy_nodes(set<ShaderNode*>& nodes, map<ShaderNode*, ShaderNode*>& nnodemap);
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void remove_proxy_nodes(vector<bool>& removed);
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void break_cycles(ShaderNode *node, vector<bool>& visited, vector<bool>& on_stack);
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void clean();
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void bump_from_displacement();
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