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authorSergey Sharybin <sergey.vfx@gmail.com>2017-07-13 16:43:36 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-07-13 16:43:36 +0300
commitc9aef27326d54ed053edb37d27fe5571805139b9 (patch)
tree1455a2f704b8187d3770a009054e880c97edfbc3 /source/blender/editors/include
parent065cd6e4e4295063bfdf952ffd18931736b065c2 (diff)
Depsgraph: Begin work on making depsgraph per-scene-layer
This is a first step towards proper depsgraph "ownership", where we would allow scene to be in multiple states dependent on active workspace or scene layer. This commit introduces a basic API to get proper dependency graph for a given scene layer. It also renames scene->depsgraph to depsgraph_legacy, so it's easier to search0-n-replace in the future.
Diffstat (limited to 'source/blender/editors/include')
-rw-r--r--source/blender/editors/include/ED_view3d.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/include/ED_view3d.h b/source/blender/editors/include/ED_view3d.h
index 69d27e30b1f..19bb55742d5 100644
--- a/source/blender/editors/include/ED_view3d.h
+++ b/source/blender/editors/include/ED_view3d.h
@@ -360,7 +360,7 @@ void ED_draw_object_facemap(struct Scene *scene, struct Object *ob, const float
bool ED_view3d_context_activate(struct bContext *C);
void ED_view3d_draw_offscreen_init(struct Scene *scene, struct SceneLayer *sl, struct View3D *v3d);
void ED_view3d_draw_offscreen(
- struct Scene *scene, struct View3D *v3d, struct ARegion *ar, int winx, int winy, float viewmat[4][4],
+ struct Scene *scene, struct SceneLayer *sl, struct View3D *v3d, struct ARegion *ar, int winx, int winy, float viewmat[4][4],
float winmat[4][4], bool do_bgpic, bool do_sky, bool is_persp, const char *viewname,
struct GPUFX *fx, struct GPUFXSettings *fx_settings,
struct GPUOffScreen *ofs);