Fix #31883: cycles vectors pass rendering crash with some render layers using

it and others not.
This commit is contained in:
Brecht Van Lommel 2012-06-20 14:24:52 +00:00
parent aa30e20272
commit e3e75b3936
3 changed files with 13 additions and 1 deletions

@ -218,7 +218,7 @@ void BlenderSession::render()
}
buffer_params.passes = passes;
scene->film->passes = passes;
scene->film->tag_passes_update(scene, passes);
scene->film->tag_update(scene);
scene->integrator->tag_update(scene);

@ -20,6 +20,7 @@
#include "device.h"
#include "film.h"
#include "integrator.h"
#include "mesh.h"
#include "scene.h"
#include "util_algorithm.h"
@ -296,6 +297,16 @@ bool Film::modified(const Film& film)
&& Pass::equals(passes, film.passes));
}
void Film::tag_passes_update(Scene *scene, const vector<Pass>& passes_)
{
if(Pass::contains(passes, PASS_UV) != Pass::contains(passes_, PASS_UV))
scene->mesh_manager->tag_update(scene);
else if(Pass::contains(passes, PASS_MOTION) != Pass::contains(passes_, PASS_MOTION))
scene->mesh_manager->tag_update(scene);
passes = passes_;
}
void Film::tag_update(Scene *scene)
{
need_update = true;

@ -56,6 +56,7 @@ public:
void device_free(Device *device, DeviceScene *dscene);
bool modified(const Film& film);
void tag_passes_update(Scene *scene, const vector<Pass>& passes_);
void tag_update(Scene *scene);
};