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authorSergey Sharybin <sergey.vfx@gmail.com>2015-07-02 17:12:08 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2015-07-02 17:12:08 +0300
commit2723d107046846bc6ab2ae458c3371cdb7c441bf (patch)
tree311f6d0ecc265d984b373efe6da668f97b89586d /source/blender/editors/render
parent84b8ce32a4b0c000dac2aaff4494f31a5835f5d1 (diff)
Render: Solve wrong vertex parent in linked objects with Locked UI
The cleanup function was a bit too much aggressive here, made it much more conservative. It means memory usage will not be so low anymore, and to address this we'll need to make this function depsgraph aware.
Diffstat (limited to 'source/blender/editors/render')
-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 bf2fcb73249..ec3f199174d 100644
--- a/source/blender/editors/render/render_internal.c
+++ b/source/blender/editors/render/render_internal.c
@@ -792,13 +792,13 @@ static void clean_viewport_memory(Main *bmain, Scene *scene, int renderlay)
if ((base->lay & renderlay) == 0) {
continue;
}
-
if (RE_allow_render_generic_object(base->object)) {
base->object->id.flag &= ~LIB_DOIT;
}
}
- for (object = bmain->object.first; object; object = object->id.next) {
+ for (SETLOOPER(scene, sce_iter, base)) {
+ object = base->object;
if ((object->id.flag & LIB_DOIT) == 0) {
continue;
}