diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-04-05 12:11:44 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-04-05 12:39:30 +0300 |
commit | ba5b792dd997d634c0901bddbca4ebb82d6ebbbe (patch) | |
tree | 312deb9e5022f9d57c2fd9ed5018b55ac3869b12 /source/blender/editors/screen | |
parent | 1f6037c887863e67a5a8b211738e04fd6dce16ad (diff) |
Depsgraph: Remove all layer bit flags related checks
These bits became obsolete with the new layer system, so we can
simplify some code around them or avoid existing workarounds which
were trying to keep things working for them.
There are still work needed to be done for on_visible_change to
avoid unnecessary updates, but that can also happen later.
Diffstat (limited to 'source/blender/editors/screen')
-rw-r--r-- | source/blender/editors/screen/screen_edit.c | 10 |
1 files changed, 1 insertions, 9 deletions
diff --git a/source/blender/editors/screen/screen_edit.c b/source/blender/editors/screen/screen_edit.c index 239577a9fc4..3380131e446 100644 --- a/source/blender/editors/screen/screen_edit.c +++ b/source/blender/editors/screen/screen_edit.c @@ -1839,10 +1839,6 @@ void ED_screen_animation_timer_update(bScreen *screen, int redraws, int refresh) * screen can be NULL */ void ED_update_for_newframe(Main *bmain, Scene *scene, int UNUSED(mute)) { - wmWindowManager *wm = bmain->wm.first; - wmWindow *window; - int layers = 0; - #ifdef DURIAN_CAMERA_SWITCH void *camera = BKE_scene_camera_switch_find(scene); if (camera && scene->camera != camera) { @@ -1857,12 +1853,8 @@ void ED_update_for_newframe(Main *bmain, Scene *scene, int UNUSED(mute)) ED_clip_update_frame(bmain, scene->r.cfra); - /* get layers from all windows */ - for (window = wm->windows.first; window; window = window->next) - layers |= BKE_screen_visible_layers(window->screen, scene); - /* this function applies the changes too */ - BKE_scene_update_for_newframe(bmain->eval_ctx, bmain, scene, layers); + BKE_scene_update_for_newframe(bmain->eval_ctx, bmain, scene); /* composite */ if (scene->use_nodes && scene->nodetree) |