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authorMatt Ebb <matt@mke3.net>2010-06-22 06:29:52 +0400
committerMatt Ebb <matt@mke3.net>2010-06-22 06:29:52 +0400
commit1d6c2f214be060f54457d65e8afdf7df8fe93b92 (patch)
tree1a73ba062b1b8575f424c15f332d75605f88a8b7 /source/blender/editors/include/ED_screen_types.h
parent6a1d8d8e04f315355d46d9abf41762945f9c47fd (diff)
Timeline addition: Display cached frames
This started off doing pointcache debugging but it's also very useful for users too. Previously it was very hard to see the state of the system when you're working caches such as physics point cache - is it baked? which frames are cached? is it out of date? Now, for better feedback, cached frames are drawn for the active object at the bottom of the timeline - a semitransparent area shows the entire cache extents, and more solid blocks on top show the frames that are cached. Darker versions indicate it's using a disk cache. It can be disabled in general in the timeline View -> Caches menu, or by each individual system that can be shown. There's still a bit to do on this, behaviour needs to be clarified still eg. deciding what shows when it's out of date, or when it's been played back but not cached, etc. etc. Part of this is due to a lack of definition in the point cache system itself, so we should try and clean up/clarify this behaviour and what it means to users, at the same time. Also would be interested in extending this to other caches such as fluid cache, sequencer memory cache etc. in the future, too.
Diffstat (limited to 'source/blender/editors/include/ED_screen_types.h')
-rw-r--r--source/blender/editors/include/ED_screen_types.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/editors/include/ED_screen_types.h b/source/blender/editors/include/ED_screen_types.h
index 03ea9a8f976..c55dafa6f51 100644
--- a/source/blender/editors/include/ED_screen_types.h
+++ b/source/blender/editors/include/ED_screen_types.h
@@ -35,6 +35,7 @@
typedef struct ScreenAnimData {
ARegion *ar; /* do not read from this, only for comparing if region exists */
short redraws;
+ short refresh;
short flag; /* flags for playback */
int sfra; /* frame that playback was started from */
} ScreenAnimData;