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intern/cycles/scene/geometry.cpp
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| { | { | ||||
| if (rebuild) { | if (rebuild) { | ||||
| need_update_rebuild = true; | need_update_rebuild = true; | ||||
| scene->light_manager->tag_update(scene, LightManager::MESH_NEED_REBUILD); | scene->light_manager->tag_update(scene, LightManager::MESH_NEED_REBUILD); | ||||
| } | } | ||||
| else { | else { | ||||
| foreach (Node *node, used_shaders) { | foreach (Node *node, used_shaders) { | ||||
| Shader *shader = static_cast<Shader *>(node); | Shader *shader = static_cast<Shader *>(node); | ||||
| if (shader->has_surface_emission) { | if (shader->emission_sampling != EMISSION_SAMPLING_NONE) { | ||||
| scene->light_manager->tag_update(scene, LightManager::EMISSIVE_MESH_MODIFIED); | scene->light_manager->tag_update(scene, LightManager::EMISSIVE_MESH_MODIFIED); | ||||
| break; | break; | ||||
| } | } | ||||
| } | } | ||||
| } | } | ||||
| scene->geometry_manager->tag_update(scene, GeometryManager::GEOMETRY_MODIFIED); | scene->geometry_manager->tag_update(scene, GeometryManager::GEOMETRY_MODIFIED); | ||||
| } | } | ||||
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