diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2015-05-12 11:29:00 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2015-05-12 14:06:36 +0300 |
commit | 31f0c27ae7d6f45cfde71cca8c4f791a089452a5 (patch) | |
tree | 62a41edbd0e3f40686fe5cd994e99e49dd8e06c9 /source/blender/freestyle | |
parent | 87fd1666542adf1507d78bf96574fd56a8be3af8 (diff) |
Depsgraph: Add additional relations/id update tags
This calls are not strictly speaking needed for the old dependency graph, but
due to more granular nature of upcoming depsgraph more actions requires update
of relations of IDs.
On the one hand this extra tags could be wrapped with if() statements, but on
the other hand it makes sense to keep tag in sync so it's clear if some issue
is caused by missing/extra tag or by depsgraph itself.
Diffstat (limited to 'source/blender/freestyle')
-rw-r--r-- | source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp b/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp index 1ddc311b1ae..cfa0c45b1e3 100644 --- a/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp +++ b/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp @@ -127,6 +127,7 @@ BlenderStrokeRenderer::BlenderStrokeRenderer(Render *re, int render_count) : Str // Camera Object *object_camera = BKE_object_add(freestyle_bmain, freestyle_scene, OB_CAMERA, NULL); + DAG_relations_tag_update(freestyle_bmain); Camera *camera = (Camera *)object_camera->data; camera->type = CAM_ORTHO; @@ -506,6 +507,7 @@ void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const // If still no material, create one if (!has_mat) { Material *ma = BKE_material_add(freestyle_bmain, "stroke_material"); + DAG_relations_tag_update(freestyle_bmain); ma->mode |= MA_VERTEXCOLP; ma->mode |= MA_TRANSP; ma->mode |= MA_SHLESS; @@ -668,6 +670,7 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex) { #if 0 Object *object_mesh = BKE_object_add(freestyle_bmain, freestyle_scene, OB_MESH); + DAG_relations_tag_update(freestyle_bmain); #else Object *object_mesh = NewMesh(); #endif @@ -938,6 +941,7 @@ Object *BlenderStrokeRenderer::NewMesh() const ob->lay = 1; base = BKE_scene_base_add(freestyle_scene, ob); + DAG_relations_tag_update(freestyle_bmain); #if 0 BKE_scene_base_deselect_all(scene); BKE_scene_base_select(scene, base); |