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authorDalai Felinto <dfelinto@gmail.com>2017-02-15 20:37:59 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-02-15 21:29:09 +0300
commita428daada080771c75bb2003f60792dfea5f2121 (patch)
tree40430414b7032024e205e9f53c5e7e1c5c574cbd /source/blender/editors/space_view3d
parent883ef2c9cef5b25fb2da9233181e07cd2555c444 (diff)
Layers: Separate between scene render layer (F12) and context render layer (everything else)
For now they are the same. However with workspaces they will be different, and should be treated differently.
Diffstat (limited to 'source/blender/editors/space_view3d')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw_legacy.c5
1 files changed, 2 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 d23b2ac23c1..c4d980ec7e9 100644
--- a/source/blender/editors/space_view3d/view3d_draw_legacy.c
+++ b/source/blender/editors/space_view3d/view3d_draw_legacy.c
@@ -1259,8 +1259,7 @@ void ED_view3d_draw_depth(Scene *scene, ARegion *ar, View3D *v3d, bool alphaover
short flag = v3d->flag;
float glalphaclip = U.glalphaclip;
int obcenter_dia = U.obcenter_dia;
- TODO_LAYER_CONTEXT; /* we should pass context, really */
- SceneLayer *sl = BKE_scene_layer_active(scene);
+ SceneLayer *sl = BKE_scene_layer_context_active(scene);
/* no need for color when drawing depth buffer */
const short dflag_depth = DRAW_CONSTCOLOR;
/* temp set drawtype to solid */
@@ -1548,7 +1547,7 @@ static void view3d_draw_objects(
const char **grid_unit,
const bool do_bgpic, const bool draw_offscreen, GPUFX *fx)
{
- SceneLayer *sl = C ? CTX_data_scene_layer(C) : BKE_scene_layer_active(scene);
+ SceneLayer *sl = C ? CTX_data_scene_layer(C) : BKE_scene_layer_render_active(scene);
RegionView3D *rv3d = ar->regiondata;
Base *base;
const bool do_camera_frame = !draw_offscreen;