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authorSergey Sharybin <sergey.vfx@gmail.com>2013-03-20 22:01:47 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2013-03-20 22:01:47 +0400
commite9b0b402cc85533c8b247b174f17f41b1892ef04 (patch)
treed0ab9d85060f9452630bef696208668daccc99ce /source/blender/compositor/operations/COM_CompositorOperation.cpp
parent1b9e17fb9a814799411778c8a8b51f981efcf0da (diff)
Changes to compositor output node
Make it so compositor output node wouldn't be calculated when Render Result image is not visible on the screen. This makes compositor tree editing more friendly and faster. Also, if there's no viewer image visible on the screen viewer nodes wouldn't be handled. Final rendering keeps unchanged for now. This solves issues when for performance artists are disconnecting compo output node before tweaking values in compositor and forgets to attach compo output node before sending file to the farm.
Diffstat (limited to 'source/blender/compositor/operations/COM_CompositorOperation.cpp')
-rw-r--r--source/blender/compositor/operations/COM_CompositorOperation.cpp7
1 files changed, 7 insertions, 0 deletions
diff --git a/source/blender/compositor/operations/COM_CompositorOperation.cpp b/source/blender/compositor/operations/COM_CompositorOperation.cpp
index 43f491ad2d9..81e86efed42 100644
--- a/source/blender/compositor/operations/COM_CompositorOperation.cpp
+++ b/source/blender/compositor/operations/COM_CompositorOperation.cpp
@@ -50,12 +50,16 @@ CompositorOperation::CompositorOperation() : NodeOperation()
this->m_depthInput = NULL;
this->m_ignoreAlpha = false;
+ this->m_active = false;
this->m_sceneName[0] = '\0';
}
void CompositorOperation::initExecution()
{
+ if (!this->m_active)
+ return;
+
// When initializing the tree during initial load the width and height can be zero.
this->m_imageInput = getInputSocketReader(0);
this->m_alphaInput = getInputSocketReader(1);
@@ -70,6 +74,9 @@ void CompositorOperation::initExecution()
void CompositorOperation::deinitExecution()
{
+ if (!this->m_active)
+ return;
+
if (!isBreaked()) {
Render *re = RE_GetRender(this->m_sceneName);
RenderResult *rr = RE_AcquireResultWrite(re);