Fix #36725: mismatch between viewport and render result when no world is linked

to the scene in cycles.
This commit is contained in:
Brecht Van Lommel 2013-09-16 21:05:42 +00:00
parent bf8c078c55
commit 2513886f43
2 changed files with 2 additions and 8 deletions

@ -74,7 +74,7 @@ __device float3 bsdf_hair_reflection_eval_reflect(const ShaderClosure *sc, const
float Iz = dot(Tg, I);
float3 locy = normalize(I - Tg * Iz);
float3 locx = cross(locy, Tg);
//float3 locx = cross(locy, Tg);
float theta_r = M_PI_2_F - safe_acosf(Iz);
@ -130,7 +130,7 @@ __device float3 bsdf_hair_transmission_eval_transmit(const ShaderClosure *sc, co
float roughness2 = sc->data1;
float Iz = dot(Tg, I);
float3 locy = normalize(I - Tg * Iz);
float3 locx = cross(locy, Tg);
//float3 locx = cross(locy, Tg);
float theta_r = M_PI_2_F - safe_acosf(Iz);

@ -348,12 +348,6 @@ void ShaderManager::add_default(Scene *scene)
{
graph = new ShaderGraph();
closure = graph->add(new BackgroundNode());
closure->input("Color")->value = make_float3(0.8f, 0.8f, 0.8f);
out = graph->output();
graph->connect(closure->output("Background"), out->input("Surface"));
shader = new Shader();
shader->name = "default_background";
shader->graph = graph;