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authorTon Roosendaal <ton@blender.org>2009-01-04 17:14:06 +0300
committerTon Roosendaal <ton@blender.org>2009-01-04 17:14:06 +0300
commitf7cb86df3a9ceccc4d649e42735732a608169157 (patch)
tree558a9ba43708a2213b1afa8f46d79f5daa140bc6 /source/blender/blenkernel/BKE_displist.h
parent74f9e98c828c17910405092785633373d4ae88e8 (diff)
2.5
Think global, act local! The old favorite G.scene gone! Man... that took almost 2 days. Also removed G.curscreen and G.edbo. Not everything could get solved; here's some notes. - modifiers now store current scene in ModifierData. This is not meant for permanent, but it can probably stick there until we cleaned the anim system and depsgraph to cope better with timing issues. - Game engine G.scene should become an argument for staring it. Didn't solve this yet. - Texture nodes should get scene cfra, but the current implementation is too tightly wrapped to do it easily.
Diffstat (limited to 'source/blender/blenkernel/BKE_displist.h')
-rw-r--r--source/blender/blenkernel/BKE_displist.h15
1 files changed, 8 insertions, 7 deletions
diff --git a/source/blender/blenkernel/BKE_displist.h b/source/blender/blenkernel/BKE_displist.h
index 64a451f3b19..c3555c9dd8a 100644
--- a/source/blender/blenkernel/BKE_displist.h
+++ b/source/blender/blenkernel/BKE_displist.h
@@ -54,6 +54,7 @@
/* prototypes */
struct Base;
+struct Scene;
struct Object;
struct Curve;
struct ListBase;
@@ -86,20 +87,20 @@ extern void count_displist(struct ListBase *lb, int *totvert, int *totface);
extern void freedisplist(struct ListBase *lb);
extern int displist_has_faces(struct ListBase *lb);
-extern void makeDispListSurf(struct Object *ob, struct ListBase *dispbase, int forRender);
-extern void makeDispListCurveTypes(struct Object *ob, int forOrco);
-extern void makeDispListMBall(struct Object *ob);
-extern void shadeDispList(struct Base *base);
-extern void shadeMeshMCol(struct Object *ob, struct Mesh *me);
+extern void makeDispListSurf(struct Scene *scene, struct Object *ob, struct ListBase *dispbase, int forRender);
+extern void makeDispListCurveTypes(struct Scene *scene, struct Object *ob, int forOrco);
+extern void makeDispListMBall(struct Scene *scene, struct Object *ob);
+extern void shadeDispList(struct Scene *scene, struct Base *base);
+extern void shadeMeshMCol(struct Scene *scene, struct Object *ob, struct Mesh *me);
int surfindex_displist(DispList *dl, int a, int *b, int *p1, int *p2, int *p3, int *p4);
void imagestodisplist(void);
-void reshadeall_displist(void);
+void reshadeall_displist(struct Scene *scene);
void filldisplist(struct ListBase *dispbase, struct ListBase *to);
void fastshade_free_render(void);
-float calc_taper(struct Object *taperobj, int cur, int tot);
+float calc_taper(struct Scene *scene, struct Object *taperobj, int cur, int tot);
#endif