diff options
author | Campbell Barton <ideasman42@gmail.com> | 2017-08-16 05:45:11 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2017-08-16 05:46:04 +0300 |
commit | 1b462e5a51458e36df886838ee272b4bb18ed4da (patch) | |
tree | dd74f29b57df23219ad68d2579a6271c21e1eddb /source/blender/collada/SceneExporter.cpp | |
parent | b68b26c265d0984da08773196c0d673881fd6c13 (diff) |
Pass EvaluationContext instead of bContext
2.8x branch added bContext arg in many places,
pass eval-context instead since its not simple to reason about what
what nested functions do when they can access and change almost anything.
Also use const to prevent unexpected modifications.
This fixes crash loading files with shadows,
since off-screen buffers use a NULL context for rendering.
Diffstat (limited to 'source/blender/collada/SceneExporter.cpp')
-rw-r--r-- | source/blender/collada/SceneExporter.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/collada/SceneExporter.cpp b/source/blender/collada/SceneExporter.cpp index 1447cd7f72f..aa98f2ee96c 100644 --- a/source/blender/collada/SceneExporter.cpp +++ b/source/blender/collada/SceneExporter.cpp @@ -43,7 +43,7 @@ void SceneExporter::setExportTransformationType(BC_export_transformation_type tr this->transformation_type = transformation_type; } -void SceneExporter::exportScene(EvaluationContext *eval_ctx, Scene *sce) +void SceneExporter::exportScene(const EvaluationContext *eval_ctx, Scene *sce) { // <library_visual_scenes> <visual_scene> std::string id_naming = id_name(sce); @@ -53,7 +53,7 @@ void SceneExporter::exportScene(EvaluationContext *eval_ctx, Scene *sce) closeLibrary(); } -void SceneExporter::exportHierarchy(EvaluationContext *eval_ctx, Scene *sce) +void SceneExporter::exportHierarchy(const EvaluationContext *eval_ctx, Scene *sce) { LinkNode *node; std::vector<Object *> base_objects; @@ -91,7 +91,7 @@ void SceneExporter::exportHierarchy(EvaluationContext *eval_ctx, Scene *sce) } -void SceneExporter::writeNodes(EvaluationContext *eval_ctx, Object *ob, Scene *sce) +void SceneExporter::writeNodes(const EvaluationContext *eval_ctx, Object *ob, Scene *sce) { // Add associated armature first if available bool armature_exported = false; |