Commit: 2c62493891ae46af3c3c4b5475412127d0641c8e
Author: Dalai Felinto
Date:   Thu Jun 29 18:56:38 2017 +0200
Branches: blender2.8
https://developer.blender.org/rB2c62493891ae46af3c3c4b5475412127d0641c8e

Eevee: No need to free all the gpu materials when world changes.

We have a world probe that is used to prevent exactly that.

===================================================================

M       source/blender/editors/render/render_update.c

===================================================================

diff --git a/source/blender/editors/render/render_update.c 
b/source/blender/editors/render/render_update.c
index 2986ece028b..42d914b1a71 100644
--- a/source/blender/editors/render/render_update.c
+++ b/source/blender/editors/render/render_update.c
@@ -471,10 +471,8 @@ static void texture_changed(Main *bmain, Tex *tex)
        }
 }
 
-static void world_changed(Main *bmain, World *wo)
+static void world_changed(Main *UNUSED(bmain), World *wo)
 {
-       Material *ma;
-
        /* icons */
        BKE_icon_changed(BKE_icon_id_ensure(&wo->id));
 
@@ -482,10 +480,6 @@ static void world_changed(Main *bmain, World *wo)
        wo->update_flag = 1;
        
        /* glsl */
-       for (ma = bmain->mat.first; ma; ma = ma->id.next)
-               if (ma->gpumaterial.first)
-                       GPU_material_free(&ma->gpumaterial);
-
        if (defmaterial.gpumaterial.first)
                GPU_material_free(&defmaterial.gpumaterial);

_______________________________________________
Bf-blender-cvs mailing list
[email protected]
https://lists.blender.org/mailman/listinfo/bf-blender-cvs

Reply via email to