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authorDalai Felinto <dfelinto@gmail.com>2017-11-06 22:44:39 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-11-06 22:51:16 +0300
commit535adcdaa3cc83c62abe211b0f645cf0a8237eba (patch)
tree790dd333d70745c38a8b7cfdb42122d509d24383 /source/blender/depsgraph/intern/builder/deg_builder_nodes_scene.cc
parentfacdc15fdd32c36abcdd4166c539a3c1b98c3966 (diff)
Depsgraph: Iterates over ID Nodes instead of Bases
Although this works by itself, it should actually happen after: "Reshuffle collections base flags evaluation, make it so object is gathering its base flags from collections." Meanwhile we have one single hacky function (deg_flush_base_flags_and_settings) to be removed once the task above is tackled. Reviewers: sergey Differential Revision: https://developer.blender.org/D2899
Diffstat (limited to 'source/blender/depsgraph/intern/builder/deg_builder_nodes_scene.cc')
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_nodes_scene.cc8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_nodes_scene.cc b/source/blender/depsgraph/intern/builder/deg_builder_nodes_scene.cc
index a8acc88f7f3..097720f514a 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_nodes_scene.cc
+++ b/source/blender/depsgraph/intern/builder/deg_builder_nodes_scene.cc
@@ -65,7 +65,7 @@ extern "C" {
namespace DEG {
-void DepsgraphNodeBuilder::build_scene(Main *bmain, Scene *scene)
+void DepsgraphNodeBuilder::build_scene(Main *bmain, Scene *scene, eDepsNode_LinkedState_Type linked_state)
{
/* scene ID block */
add_id_node(&scene->id);
@@ -77,7 +77,7 @@ void DepsgraphNodeBuilder::build_scene(Main *bmain, Scene *scene)
// XXX: depending on how this goes, that scene itself could probably store its
// own little partial depsgraph?
if (scene->set) {
- build_scene(bmain, scene->set);
+ build_scene(bmain, scene->set, DEG_ID_LINKED_VIA_SET);
}
/* scene objects */
@@ -85,12 +85,12 @@ void DepsgraphNodeBuilder::build_scene(Main *bmain, Scene *scene)
for (SceneLayer *sl = (SceneLayer *)scene->render_layers.first; sl; sl = sl->next) {
for (Base *base = (Base *)sl->object_bases.first; base; base = base->next) {
/* object itself */
- build_object(scene, base->object);
+ build_object(scene, base->object, linked_state);
base->object->select_color = select_color++;
}
}
if (scene->camera != NULL) {
- build_object(scene, scene->camera);
+ build_object(scene, scene->camera, linked_state);
}
/* rigidbody */