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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2013-05-23 02:17:07 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2013-05-23 02:17:07 +0400
commit6bc2d572350c4bb86d81118813dd0fded7cd17e6 (patch)
tree2ef5263a732bff8d7c820bc9af42aa624941a7bc /source/blender/editors/screen/screen_edit.c
parent3f8a146a1e44e4903b0a99608106b5a911bd4166 (diff)
Fix #35449: image sequences to drive e.g. particle length or used in modifiers
were no properly updating when rendering animations. The render engine was only updating the image user current frame on images used by material textures. Now moved the function that updates all from the editors to blenkernel level and do it on all frame changes.
Diffstat (limited to 'source/blender/editors/screen/screen_edit.c')
-rw-r--r--source/blender/editors/screen/screen_edit.c4
1 files changed, 0 insertions, 4 deletions
diff --git a/source/blender/editors/screen/screen_edit.c b/source/blender/editors/screen/screen_edit.c
index 61abe73e7b2..e3c5161463b 100644
--- a/source/blender/editors/screen/screen_edit.c
+++ b/source/blender/editors/screen/screen_edit.c
@@ -1880,10 +1880,6 @@ void ED_update_for_newframe(Main *bmain, Scene *scene, int UNUSED(mute))
//extern void audiostream_scrub(unsigned int frame); /* seqaudio.c */
- /* update animated image textures for gpu, etc,
- * call before BKE_scene_update_for_newframe so modifiers with textures don't lag 1 frame */
- ED_image_update_frame(bmain, scene->r.cfra);
-
ED_clip_update_frame(bmain, scene->r.cfra);
/* get layers from all windows */