Don't tag UBO as dirty anymore otherwise it still crashes on render

This commit is contained in:
Dalai Felinto 2018-06-07 19:19:37 +02:00
parent d17094b256
commit e5bc37eb5e
2 changed files with 0 additions and 4 deletions

View File

@ -1315,7 +1315,4 @@ void paste_matcopybuf(Main *bmain, Material *ma)
void BKE_material_eval(struct Depsgraph *depsgraph, Material *material)
{
DEG_debug_print_eval(depsgraph, __func__, material->id.name, material);
if ((BLI_listbase_is_empty(&material->gpumaterial) == false)) {
GPU_material_uniform_buffer_tag_dirty(&material->gpumaterial);
}
}

View File

@ -168,6 +168,5 @@ void BKE_world_eval(struct Depsgraph *depsgraph, World *world)
DEG_debug_print_eval(depsgraph, __func__, world->id.name, world);
if (!BLI_listbase_is_empty(&world->gpumaterial)) {
world->update_flag = 1;
GPU_material_uniform_buffer_tag_dirty(&world->gpumaterial);
}
}