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authorJulian Eisel <julian@blender.org>2021-10-25 14:30:44 +0300
committerJulian Eisel <julian@blender.org>2021-10-25 14:33:16 +0300
commite7bea3fb6ed00f5eb9e332d1d5162097e865a1c0 (patch)
tree930a0476914435eaee873b8a37768e7c61a86dc9 /source/blender/blenkernel/intern/icons.cc
parent60e2103507b2d89a64771e969294272dd23b83e6 (diff)
Assets/IDs: Don't generate previews for object types with no real geometry
Object types like empties, cameras or lamps will just end up as empty preview images. We can think about ways to visualize them still, but meanwhile, don't create such an empty preview. Differential Revision: https://developer.blender.org/D10334 Reviewed by: Bastien Montagne, Sybren Stüvel
Diffstat (limited to 'source/blender/blenkernel/intern/icons.cc')
-rw-r--r--source/blender/blenkernel/intern/icons.cc30
1 files changed, 19 insertions, 11 deletions
diff --git a/source/blender/blenkernel/intern/icons.cc b/source/blender/blenkernel/intern/icons.cc
index 97c742b1ec1..c48f3934a19 100644
--- a/source/blender/blenkernel/intern/icons.cc
+++ b/source/blender/blenkernel/intern/icons.cc
@@ -359,22 +359,30 @@ void BKE_previewimg_id_copy(ID *new_id, const ID *old_id)
PreviewImage **BKE_previewimg_id_get_p(const ID *id)
{
switch (GS(id->name)) {
+ case ID_OB: {
+ Object *ob = (Object *)id;
+ /* Currently, only object types with real geometry can be rendered as preview. */
+ if (!OB_TYPE_IS_GEOMETRY(ob->type)) {
+ return NULL;
+ }
+ return &ob->preview;
+ }
+
#define ID_PRV_CASE(id_code, id_struct) \
case id_code: { \
return &((id_struct *)id)->preview; \
} \
((void)0)
- ID_PRV_CASE(ID_MA, Material);
- ID_PRV_CASE(ID_TE, Tex);
- ID_PRV_CASE(ID_WO, World);
- ID_PRV_CASE(ID_LA, Light);
- ID_PRV_CASE(ID_IM, Image);
- ID_PRV_CASE(ID_BR, Brush);
- ID_PRV_CASE(ID_OB, Object);
- ID_PRV_CASE(ID_GR, Collection);
- ID_PRV_CASE(ID_SCE, Scene);
- ID_PRV_CASE(ID_SCR, bScreen);
- ID_PRV_CASE(ID_AC, bAction);
+ ID_PRV_CASE(ID_MA, Material);
+ ID_PRV_CASE(ID_TE, Tex);
+ ID_PRV_CASE(ID_WO, World);
+ ID_PRV_CASE(ID_LA, Light);
+ ID_PRV_CASE(ID_IM, Image);
+ ID_PRV_CASE(ID_BR, Brush);
+ ID_PRV_CASE(ID_GR, Collection);
+ ID_PRV_CASE(ID_SCE, Scene);
+ ID_PRV_CASE(ID_SCR, bScreen);
+ ID_PRV_CASE(ID_AC, bAction);
#undef ID_PRV_CASE
default:
break;