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authorCampbell Barton <ideasman42@gmail.com>2019-02-19 00:44:53 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-02-19 00:48:15 +0300
commitfc10e89918cbd42a9d787801a896695c78ed7b34 (patch)
tree63baa3e5c98c8845e3d263f0c74d95184672d5b9 /source/blender/editors/render/render_preview.c
parentecdd1864d16206eb45a6c95d9fcc0808a2c0087e (diff)
DNA: rename Object.col -> color
Was confusing, unrelated to: colbits, col_mask, col_group, actcol & totcol.
Diffstat (limited to 'source/blender/editors/render/render_preview.c')
-rw-r--r--source/blender/editors/render/render_preview.c13
1 files changed, 9 insertions, 4 deletions
diff --git a/source/blender/editors/render/render_preview.c b/source/blender/editors/render/render_preview.c
index 75be3fc3923..fe3a6f96dcf 100644
--- a/source/blender/editors/render/render_preview.c
+++ b/source/blender/editors/render/render_preview.c
@@ -159,7 +159,8 @@ typedef struct ShaderPreview {
Lamp *lampcopy;
World *worldcopy;
- float col[4]; /* active object color */
+ /** Copy of the active objects #Object.color */
+ float color[4];
int sizex, sizey;
unsigned int *pr_rect;
@@ -443,7 +444,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
for (Base *base = view_layer->object_bases.first; base; base = base->next) {
if (base->object->id.name[2] == 'p') {
/* copy over object color, in case material uses it */
- copy_v4_v4(base->object->col, sp->col);
+ copy_v4_v4(base->object->color, sp->color);
if (OB_TYPE_SUPPORT_MATERIAL(base->object->type)) {
/* don't use assign_material, it changed mat->id.us, which shows in the UI */
@@ -1363,8 +1364,12 @@ void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, M
sp->pr_main = G_pr_main_grease_pencil;
}
- if (ob && ob->totcol) copy_v4_v4(sp->col, ob->col);
- else sp->col[0] = sp->col[1] = sp->col[2] = sp->col[3] = 1.0f;
+ if (ob && ob->totcol) {
+ copy_v4_v4(sp->color, ob->color);
+ }
+ else {
+ ARRAY_SET_ITEMS(sp->color, 0.0f, 0.0f, 0.0f, 1.0f);
+ }
/* setup job */
WM_jobs_customdata_set(wm_job, sp, shader_preview_free);