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authorAntony Riakiotakis <kalast@gmail.com>2014-08-27 21:15:14 +0400
committerAntony Riakiotakis <kalast@gmail.com>2014-08-27 21:15:41 +0400
commit63b981bf9bae1ad6c3929a32107dcb09caf1ec45 (patch)
tree1c8aff2406cf1b1ce8d613ba58d720148188da50 /source/blender/editors/render
parentef2a38a9665c3f39ccdead8e1177f9b9c2e92538 (diff)
Changing render engine now refreshes the texture paint display better.
Also avoid looping over all objects for texture paint checks when a material changes, only check active object.
Diffstat (limited to 'source/blender/editors/render')
-rw-r--r--source/blender/editors/render/render_update.c11
1 files changed, 5 insertions, 6 deletions
diff --git a/source/blender/editors/render/render_update.c b/source/blender/editors/render/render_update.c
index 8a034fdd8b5..6b58d3d55aa 100644
--- a/source/blender/editors/render/render_update.c
+++ b/source/blender/editors/render/render_update.c
@@ -177,12 +177,11 @@ void ED_render_engine_changed(Main *bmain)
for (scene = bmain->scene.first; scene; scene = scene->id.next)
ED_render_id_flush_update(bmain, &scene->id);
- /* reset texture painting */
- for (ma = bmain->mat.first; ma; ma = ma->id.next) {
- if (ma->texpaintslot) {
- BKE_texpaint_slots_clear(ma);
- DAG_id_tag_update(&ma->id, 0);
- }
+ /* reset texture painting. Sending one dependency graph signal for any material should
+ * refresh any texture slots */
+ ma = bmain->mat.first;
+ if (ma) {
+ DAG_id_tag_update(&ma->id, 0);
}
}