diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2017-04-25 19:02:18 +0300 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2017-04-25 19:03:13 +0300 |
commit | 973f4944e08c449d68b43edf39d9cb2d209f4b7a (patch) | |
tree | 2c35a02fdcf993dcceb3b06991f5d9d4a9c72749 /source/blender/editors/space_view3d/view3d_draw_legacy.c | |
parent | 4122eeb09abcc389915c53fd5017dc853e109279 (diff) |
Render API: Rename render > render_to_image; view_draw > render_to_view
This is part of the new draw manager design. Any engine (even clay, eevee, ...) should be able to draw to the viewport, as well as render to an image directly.
Changing the API names to conform to that.
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw_legacy.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw_legacy.c | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw_legacy.c b/source/blender/editors/space_view3d/view3d_draw_legacy.c index 510a66bfd09..fb995c0e649 100644 --- a/source/blender/editors/space_view3d/view3d_draw_legacy.c +++ b/source/blender/editors/space_view3d/view3d_draw_legacy.c @@ -2182,7 +2182,7 @@ static bool view3d_main_region_do_render_draw(Scene *scene) { RenderEngineType *type = RE_engines_find(scene->r.engine); - return (type && type->view_update && type->view_draw); + return (type && type->view_update && type->render_to_view); } bool ED_view3d_calc_render_border(Scene *scene, View3D *v3d, ARegion *ar, rcti *rect) @@ -2244,7 +2244,7 @@ static bool view3d_main_region_draw_engine(const bContext *C, Scene *scene, type = RE_engines_find(scene->r.engine); - if (!(type->view_update && type->view_draw)) + if (!(type->view_update && type->render_to_view)) return false; engine = RE_engine_create_ex(type, true); @@ -2285,7 +2285,7 @@ static bool view3d_main_region_draw_engine(const bContext *C, Scene *scene, /* render result draw */ type = rv3d->render_engine->type; - type->view_draw(rv3d->render_engine, C); + type->render_to_view(rv3d->render_engine, C); if (v3d->flag & V3D_DISPBGPICS) view3d_draw_bgpic_test(scene, ar, v3d, true, true); |