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authorCampbell Barton <ideasman42@gmail.com>2019-03-08 01:29:17 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-03-08 01:50:00 +0300
commit8f817de0cbef41dac81e6c7665ada509c3fe2988 (patch)
tree0802c3287116ce0bf600adc4bed8cba31cfc97b1 /source/blender/editors/render/render_update.c
parente68ac2827dd4f8ad346011a8a408b342e2718707 (diff)
Cleanup: use plural names for Main lists
Convention was not to but after discussion on 918941483f7e we agree its best to change the convention. Names now mostly follow RNA. Some exceptions: - Use 'nodetrees' instead of 'nodegroups' since the struct is called NodeTree. - Use 'gpencils' instead of 'grease_pencil' since 'gpencil' is a common abbreviation in the C code. Other exceptions: - Leave 'wm' as it's a list of one. - Leave 'ipo' as is for versioning.
Diffstat (limited to 'source/blender/editors/render/render_update.c')
-rw-r--r--source/blender/editors/render/render_update.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/editors/render/render_update.c b/source/blender/editors/render/render_update.c
index 462fd997fc5..d99c9847ed6 100644
--- a/source/blender/editors/render/render_update.c
+++ b/source/blender/editors/render/render_update.c
@@ -176,7 +176,7 @@ void ED_render_engine_area_exit(Main *bmain, ScrArea *sa)
void ED_render_engine_changed(Main *bmain)
{
/* on changing the render engine type, clear all running render engines */
- for (bScreen *sc = bmain->screen.first; sc; sc = sc->id.next) {
+ for (bScreen *sc = bmain->screens.first; sc; sc = sc->id.next) {
for (ScrArea *sa = sc->areabase.first; sa; sa = sa->next) {
ED_render_engine_area_exit(bmain, sa);
}
@@ -185,7 +185,7 @@ void ED_render_engine_changed(Main *bmain)
/* Inform all render engines and draw managers. */
DEGEditorUpdateContext update_ctx = {NULL};
update_ctx.bmain = bmain;
- for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
+ for (Scene *scene = bmain->scenes.first; scene; scene = scene->id.next) {
update_ctx.scene = scene;
LISTBASE_FOREACH(ViewLayer *, view_layer, &scene->view_layers) {
/* TDODO(sergey): Iterate over depsgraphs instead? */
@@ -225,7 +225,7 @@ static void texture_changed(Main *bmain, Tex *tex)
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&tex->id));
- for (scene = bmain->scene.first; scene; scene = scene->id.next) {
+ for (scene = bmain->scenes.first; scene; scene = scene->id.next) {
/* paint overlays */
for (view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
BKE_paint_invalidate_overlay_tex(scene, view_layer, tex);
@@ -254,7 +254,7 @@ static void image_changed(Main *bmain, Image *ima)
BKE_icon_changed(BKE_icon_id_ensure(&ima->id));
/* textures */
- for (tex = bmain->tex.first; tex; tex = tex->id.next)
+ for (tex = bmain->textures.first; tex; tex = tex->id.next)
if (tex->ima == ima)
texture_changed(bmain, tex);
}
@@ -264,7 +264,7 @@ static void scene_changed(Main *bmain, Scene *scene)
Object *ob;
/* glsl */
- for (ob = bmain->object.first; ob; ob = ob->id.next) {
+ for (ob = bmain->objects.first; ob; ob = ob->id.next) {
if (ob->mode & OB_MODE_TEXTURE_PAINT) {
BKE_texpaint_slots_refresh_object(scene, ob);
BKE_paint_proj_mesh_data_check(scene, ob, NULL, NULL, NULL, NULL);