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authorCampbell Barton <ideasman42@gmail.com>2013-12-30 06:25:27 +0400
committerCampbell Barton <ideasman42@gmail.com>2013-12-30 06:25:27 +0400
commit0d6ae3fda2e5a3dbde941b6985e6895a42c71b9e (patch)
treeb0c89b9a01da31fffc6b6db7c9395ff2db97de53 /source/blender/blenkernel/intern/depsgraph.c
parent19103b443711d7c1b3a24f7fab949f71343d8200 (diff)
Main API: refactor naming, use BKE_main_ prefix and add main arg.
Diffstat (limited to 'source/blender/blenkernel/intern/depsgraph.c')
-rw-r--r--source/blender/blenkernel/intern/depsgraph.c16
1 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/blenkernel/intern/depsgraph.c b/source/blender/blenkernel/intern/depsgraph.c
index 6376878c664..cdbf59d688b 100644
--- a/source/blender/blenkernel/intern/depsgraph.c
+++ b/source/blender/blenkernel/intern/depsgraph.c
@@ -894,9 +894,9 @@ DagForest *build_dag(Main *bmain, Scene *sce, short mask)
}
/* clear "LIB_DOIT" flag from all materials, to prevent infinite recursion problems later [#32017] */
- tag_main_idcode(bmain, ID_MA, FALSE);
- tag_main_idcode(bmain, ID_LA, FALSE);
- tag_main_idcode(bmain, ID_GR, FALSE);
+ BKE_main_id_tag_idcode(bmain, ID_MA, false);
+ BKE_main_id_tag_idcode(bmain, ID_LA, false);
+ BKE_main_id_tag_idcode(bmain, ID_GR, false);
/* add base node for scene. scene is always the first node in DAG */
scenenode = dag_add_node(dag, sce);
@@ -912,7 +912,7 @@ DagForest *build_dag(Main *bmain, Scene *sce, short mask)
build_dag_group(dag, scenenode, sce, ob->dup_group, mask);
}
- tag_main_idcode(bmain, ID_GR, FALSE);
+ BKE_main_id_tag_idcode(bmain, ID_GR, false);
/* Now all relations were built, but we need to solve 1 exceptional case;
* When objects have multiple "parents" (for example parent + constraint working on same object)
@@ -2003,7 +2003,7 @@ void DAG_scene_update_flags(Main *bmain, Scene *scene, unsigned int lay, const s
GroupObject *go;
Scene *sce_iter;
- tag_main_idcode(bmain, ID_GR, FALSE);
+ BKE_main_id_tag_idcode(bmain, ID_GR, false);
/* set ob flags where animated systems are */
for (SETLOOPER(scene, sce_iter, base)) {
@@ -2071,7 +2071,7 @@ static void dag_current_scene_layers(Main *bmain, ListBase *lb)
/* if we have a windowmanager, look into windows */
if ((wm = bmain->wm.first)) {
- flag_listbase_ids(&bmain->scene, LIB_DOIT, 1);
+ BKE_main_id_flag_listbase(&bmain->scene, LIB_DOIT, 1);
for (win = wm->windows.first; win; win = win->next) {
if (win->screen && win->screen->scene->theDag) {
@@ -2146,7 +2146,7 @@ void DAG_on_visible_update(Main *bmain, const short do_time)
* note armature poses or object matrices are preserved and do not
* require updates, so we skip those */
dag_scene_flush_layers(scene, lay);
- tag_main_idcode(bmain, ID_GR, FALSE);
+ BKE_main_id_tag_idcode(bmain, ID_GR, false);
for (SETLOOPER(scene, sce_iter, base)) {
ob = base->object;
@@ -2163,7 +2163,7 @@ void DAG_on_visible_update(Main *bmain, const short do_time)
}
}
- tag_main_idcode(bmain, ID_GR, FALSE);
+ BKE_main_id_tag_idcode(bmain, ID_GR, false);
/* now tag update flags, to ensure deformers get calculated on redraw */
DAG_scene_update_flags(bmain, scene, lay, do_time);