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source/blender/freestyle/intern/blender_interface/FRS_freestyle.cpp
| Show First 20 Lines • Show All 441 Lines • ▼ Show 20 Lines | cout << "Material boundaries : " << | ||||
| (controller->getComputeMaterialBoundariesFlag() ? "enabled" : "disabled") << endl; | (controller->getComputeMaterialBoundariesFlag() ? "enabled" : "disabled") << endl; | ||||
| cout << endl; | cout << endl; | ||||
| } | } | ||||
| // set diffuse and z depth passes | // set diffuse and z depth passes | ||||
| RenderLayer *rl = RE_GetRenderLayer(re->result, view_layer->name); | RenderLayer *rl = RE_GetRenderLayer(re->result, view_layer->name); | ||||
| bool diffuse = false, z = false; | bool diffuse = false, z = false; | ||||
| for (RenderPass *rpass = (RenderPass *)rl->passes.first; rpass; rpass = rpass->next) { | for (RenderPass *rpass = (RenderPass *)rl->passes.first; rpass; rpass = rpass->next) { | ||||
| if (STREQ(rpass->name, RE_PASSNAME_DIFFUSE)) { | if (STREQ(rpass->name, RE_PASSNAME_DIFFUSE_COLOR)) { | ||||
| controller->setPassDiffuse(rpass->rect, rpass->rectx, rpass->recty); | controller->setPassDiffuse(rpass->rect, rpass->rectx, rpass->recty); | ||||
brecht: This should only check `RE_PASSNAME_DIFFUSE_COLOR`.
Now it will end up using whichever of the… | |||||
| diffuse = true; | diffuse = true; | ||||
| } | } | ||||
| if (STREQ(rpass->name, RE_PASSNAME_Z)) { | if (STREQ(rpass->name, RE_PASSNAME_Z)) { | ||||
| controller->setPassZ(rpass->rect, rpass->rectx, rpass->recty); | controller->setPassZ(rpass->rect, rpass->rectx, rpass->recty); | ||||
| z = true; | z = true; | ||||
| } | } | ||||
| } | } | ||||
| if (G.debug & G_DEBUG_FREESTYLE) { | if (G.debug & G_DEBUG_FREESTYLE) { | ||||
| ▲ Show 20 Lines • Show All 293 Lines • Show Last 20 Lines | |||||
This should only check RE_PASSNAME_DIFFUSE_COLOR.
Now it will end up using whichever of the 3 was last in the passes list.