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author | IRIE Shinsuke <irieshinsuke@yahoo.co.jp> | 2014-02-28 00:17:16 +0400 |
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committer | IRIE Shinsuke <irieshinsuke@yahoo.co.jp> | 2014-02-28 00:47:55 +0400 |
commit | d81f492d08e68660902faf99ae2d6e19216ea3d8 (patch) | |
tree | 4f300836c0948479f2b324ea12c0bfb7ca71d5c5 | |
parent | 18fde352bf51a5c365903f90ce78394234d4f7ec (diff) |
Blender Internal: Bring back previous behavior that rendered viewport uses render visibility rather than viewport visibility.
Commit 162d6c73e3d0 changed the behavior of rendered viewport to use
viewport visibility, but that can cause some problems. For example,
mesh deform cage is drawn as a solid/textured mesh (not a wireframe
mesh) and its unnecessary surfaces and shadows mess up the preview.
-rw-r--r-- | source/blender/render/intern/source/convertblender.c | 7 |
1 files changed, 6 insertions, 1 deletions
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c index 3e9e1b1c5e5..8844fae904b 100644 --- a/source/blender/render/intern/source/convertblender.c +++ b/source/blender/render/intern/source/convertblender.c @@ -3929,7 +3929,12 @@ static GroupObject *add_render_lamp(Render *re, Object *ob) static bool is_object_hidden(Render *re, Object *ob) { if (re->r.scemode & R_VIEWPORT_PREVIEW) - return (ob->restrictflag & OB_RESTRICT_VIEW) != 0; + /* note: in rendered viewport, for now we always use render visibility rather than + * viewport visibility, because using viewport visibility can cause some problems. + * for example, mesh deform cage is drawn as a solid/textured mesh (not a wireframe + * mesh) and its unnecessary surfaces and shadows mess up the preview. we need more + * discussion about the way to take viewport visibility into account. */ + return (ob->restrictflag & OB_RESTRICT_RENDER) != 0; else return (ob->restrictflag & OB_RESTRICT_RENDER) != 0; } |