diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-09-12 09:27:22 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-09-14 14:50:19 +0300 |
commit | ff7940640433d65ef3fc9e4662ffc8a171b4a07b (patch) | |
tree | 93e92e1a1d0f55945279acbdf204d4f57d5a4623 /source/blender/editors/render/render_internal.c | |
parent | 09c6c6c486f153a9c9ac7b76bcb010f1354074bc (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.c | 4 |
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); |