3c10ec96b5ec1c705362ccdaeaac8007050d081f
This required allocating some memory related on object transform needed by ShaderData and currently it is done for all the platforms. Since we're targeting full feature-complete platforms this is rather acceptable at this point and in the future we'll do selective NO_HAIR/NO_SSS/NO_BLUR kernels. This is experimental still and in fact there're some major issues on NVidia platform and it's not really clear if it's a bug in compiler, some uninitizlied variable or other kind of issue.
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