}
array<Pass> BlenderSync::sync_render_passes(BL::RenderLayer& b_rlay,
- BL::SceneRenderLayer& b_srlay)
+ BL::SceneRenderLayer& b_srlay)
{
array<Pass> passes;
Pass::add(PASS_COMBINED, passes);
b_engine.add_pass("Debug Ray Bounces", 1, "X", b_srlay.name().c_str());
Pass::add(PASS_RAY_BOUNCES, passes);
}
+#else
+ (void) b_srlay; /* Ignored. */
#endif
return passes;