Cycles:
* Fix missing update when editing objects with emission materials. * Fix preview pass rendering set to 1 not showing full resolution. * Fix CUDA runtime compiling failing due to missing cache directory. * Use settings from first render layer for visibility and material override. And a bunch of incomplete and still disabled code mostly related to closure sampling.
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@@ -35,7 +35,7 @@ Session::Session(const SessionParams& params_)
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: params(params_),
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tile_manager(params.progressive, params.passes, params.tile_size, params.min_size)
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{
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device_use_gl = ((params.device_type == DEVICE_CUDA || params.device_type == DEVICE_OPENCL) && !params.background);
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device_use_gl = ((params.device_type != DEVICE_CPU) && !params.background);
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device = Device::create(params.device_type, params.background, params.threads);
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buffers = new RenderBuffers(device);
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