diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2017-02-14 18:33:13 +0300 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2017-02-14 20:21:47 +0300 |
commit | 7e3d2a8baaca06965ee6a244ef124bc33c92b693 (patch) | |
tree | 8d55158df280c41cab13a0c23620c1e08b0b19ed /source/blender/editors/render/render_preview.c | |
parent | a76d45cf721db03a88583b660fa2926aefd5fdd8 (diff) |
Sorted BaseLegacy > Base convertions
Including bring back UV Edit show other objects
Diffstat (limited to 'source/blender/editors/render/render_preview.c')
-rw-r--r-- | source/blender/editors/render/render_preview.c | 21 |
1 files changed, 13 insertions, 8 deletions
diff --git a/source/blender/editors/render/render_preview.c b/source/blender/editors/render/render_preview.c index cb54f0efd85..b4c92ef0f9a 100644 --- a/source/blender/editors/render/render_preview.c +++ b/source/blender/editors/render/render_preview.c @@ -69,6 +69,7 @@ #include "BKE_image.h" #include "BKE_icons.h" #include "BKE_lamp.h" +#include "BKE_layer.h" #include "BKE_library.h" #include "BKE_library_remap.h" #include "BKE_main.h" @@ -358,29 +359,33 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty /* this only works in a specific case where the preview.blend contains * an object starting with 'c' which has a material linked to it (not the obdata) * and that material has a fake shadow texture in the active texture slot */ - for (base = sce->base.first; base; base = base->next) { - if (base->object->id.name[2] == 'c') { - Material *shadmat = give_current_material(base->object, base->object->actcol); + FOREACH_SCENE_OBJECT(sce, ob) + { + if (ob->id.name[2] == 'c') { + Material *shadmat = give_current_material(ob, ob->actcol); if (shadmat) { if (mat->mode2 & MA_CASTSHADOW) shadmat->septex = 0; else shadmat->septex |= 1; } } } + FOREACH_SCENE_OBJECT_END /* turn off bounce lights for volume, * doesn't make much visual difference and slows it down too */ - for (base = sce->base.first; base; base = base->next) { - if (base->object->type == OB_LAMP) { + FOREACH_SCENE_OBJECT(sce, ob) + { + if (ob->type == OB_LAMP) { /* if doesn't match 'Lamp.002' --> main key light */ - if (!STREQ(base->object->id.name + 2, "Lamp.002")) { + if (!STREQ(ob->id.name + 2, "Lamp.002")) { if (mat->material_type == MA_TYPE_VOLUME) - base->object->restrictflag |= OB_RESTRICT_RENDER; + ob->restrictflag |= OB_RESTRICT_RENDER; else - base->object->restrictflag &= ~OB_RESTRICT_RENDER; + ob->restrictflag &= ~OB_RESTRICT_RENDER; } } } + FOREACH_SCENE_OBJECT_END } else { /* use current scene world to light sphere */ |