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authorTon Roosendaal <ton@blender.org>2009-02-11 19:54:55 +0300
committerTon Roosendaal <ton@blender.org>2009-02-11 19:54:55 +0300
commit2e79e4e9751aa44da905fb0646d8b9b8b4f9d825 (patch)
treeca7ee580f9c3a6b31b5a0237c0136f5c089d6c5c /source/blender/editors/space_view3d/view3d_draw.c
parentf3c67b070fc6baa18cd84aee26170d8ac6ee98ab (diff)
2.5
Smaller jobs, all in one commit! - Moved object_do_update out of view3d drawing, into the event system (currently after notifiers). Depsgraph calls for setting update flags will have to keep track of each Screen's needs, so a UI showing only a Sequencer doesn't do objects. - Added button in "Properties region" in 3D window to set or disable 4-split, including the 3 options it has. (lock, box, clip) - Restored legacy code for UI, to make things work like bone rename, autocomplete. - Node editor now shows Curves widgets again - Bugfix: composite job increased Viewer user id count - Bugfix: Node editor, not "Enable nodes" still called a Job, which didn't do anything - Various code cleaning, unused vars and prototypes.
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c19
1 files changed, 5 insertions, 14 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index a96cd5a817c..ba774677420 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -1880,20 +1880,6 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
/* from now on all object derived meshes check this */
v3d->customdata_mask= get_viewedit_datamask(CTX_wm_screen(C));
- /* update all objects, ipos, matrices, displists, etc. Flags set by depgraph or manual,
- no layer check here, gets correct flushed */
- /* sets first, we allow per definition current scene to have dependencies on sets */
- if(scene->set) {
- for(SETLOOPER(scene->set, base))
- object_handle_update(scene, base->object); // bke_object.h
- }
-
- v3d->lay_used = 0;
- for(base= scene->base.first; base; base= base->next) {
- object_handle_update(scene, base->object); // bke_object.h
- v3d->lay_used |= base->lay;
- }
-
/* shadow buffers, before we setup matrices */
if(draw_glsl_material(scene, NULL, v3d, v3d->drawtype))
gpu_update_lamps_shadows(scene, v3d);
@@ -1997,8 +1983,13 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
/* Transp and X-ray afterdraw stuff for sets is done later */
}
+ /* extra service in layerbuttons, showing used layers */
+ v3d->lay_used = 0;
+
/* then draw not selected and the duplis, but skip editmode object */
for(base= scene->base.first; base; base= base->next) {
+ v3d->lay_used |= base->lay;
+
if(v3d->lay & base->lay) {
/* dupli drawing */