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authorSergey Sharybin <sergey.vfx@gmail.com>2017-09-12 09:27:22 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-09-14 14:50:19 +0300
commitff7940640433d65ef3fc9e4662ffc8a171b4a07b (patch)
tree93e92e1a1d0f55945279acbdf204d4f57d5a4623 /source/blender/editors/render/render_internal.c
parent09c6c6c486f153a9c9ac7b76bcb010f1354074bc (diff)
Fix T52653: Render output of linked scenes conflicts with other scenes with the same name
The issue was caused by render result identifier only consist of scene name, which could indeed cause conflicts. On the one hand, there are quite some areas in Blender where we need identifier to be unique to properly address things. Usually this is required for sub-data of IDs, like bones. On another hand, it's not that hard to support this particular case and avoid possible frustration. The idea is, we add library name to render identifier for linked scenes. We use library name and not pointer so we preserve render results through undo stack. Reviewers: campbellbarton, mont29, brecht Reviewed By: mont29 Differential Revision: https://developer.blender.org/D2836
Diffstat (limited to 'source/blender/editors/render/render_internal.c')
-rw-r--r--source/blender/editors/render/render_internal.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/editors/render/render_internal.c b/source/blender/editors/render/render_internal.c
index da14e72f887..26c863d8514 100644
--- a/source/blender/editors/render/render_internal.c
+++ b/source/blender/editors/render/render_internal.c
@@ -305,7 +305,7 @@ static int screen_render_exec(bContext *C, wmOperator *op)
return OPERATOR_CANCELLED;
}
- re = RE_NewRender(scene->id.name);
+ re = RE_NewSceneRender(scene);
lay_override = (v3d && v3d->lay != scene->lay) ? v3d->lay : 0;
G.is_break = false;
@@ -964,7 +964,7 @@ static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *even
rj->image = ima;
/* setup new render */
- re = RE_NewRender(scene->id.name);
+ re = RE_NewSceneRender(scene);
RE_test_break_cb(re, rj, render_breakjob);
RE_draw_lock_cb(re, rj, render_drawlock);
RE_display_update_cb(re, rj, image_rect_update);