forked from bartvdbraak/blender
Cycles / OSL:
* Remove oslexec_pvt.h header and some typo fixes.
* This file needs deeper updates for changes done in OSL 0.6.0, see
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@ -27,7 +27,6 @@
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#include "util_foreach.h"
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#include <OSL/oslexec.h>
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#include <oslexec_pvt.h>
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CCL_NAMESPACE_BEGIN
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@ -111,7 +110,7 @@ static void shaderdata_to_shaderglobals(KernelGlobals *kg, ShaderData *sd,
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static void flatten_surface_closure_tree(ShaderData *sd, bool no_glossy,
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const OSL::ClosureColor *closure, float3 weight = make_float3(1.0f, 1.0f, 1.0f))
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{
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/* OSL gives use a closure tree, we flatten it into arrays per
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/* OSL gives us a closure tree, we flatten it into arrays per
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* closure type, for evaluation, sampling, etc later on. */
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if (closure->type == OSL::ClosureColor::COMPONENT) {
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@ -235,7 +234,7 @@ void OSLShader::eval_surface(KernelGlobals *kg, ShaderData *sd, float randb, int
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static float3 flatten_background_closure_tree(const OSL::ClosureColor *closure)
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{
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/* OSL gives use a closure tree, if we are shading for background there
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/* OSL gives us a closure tree, if we are shading for background there
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* is only one supported closure type at the moment, which has no evaluation
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* functions, so we just sum the weights */
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@ -289,7 +288,7 @@ float3 OSLShader::eval_background(KernelGlobals *kg, ShaderData *sd, int path_fl
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static void flatten_volume_closure_tree(ShaderData *sd,
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const OSL::ClosureColor *closure, float3 weight = make_float3(1.0f, 1.0f, 1.0f))
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{
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/* OSL gives use a closure tree, we flatten it into arrays per
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/* OSL gives us a closure tree, we flatten it into arrays per
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* closure type, for evaluation, sampling, etc later on. */
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if (closure->type == OSL::ClosureColor::COMPONENT) {
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