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authorSergey Sharybin <sergey.vfx@gmail.com>2018-01-29 18:42:04 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2018-01-29 19:54:20 +0300
commit9577ebde79cb5deb696f70fd7d218d8b358b0263 (patch)
treee23f22ba835578dc6753848b9ef2ce8d7ab3bd6f /source/blender/makesdna
parent006c66b1ff5972c5badff7a7f53f638e27e24cd4 (diff)
Fix T53598: OpenGL Render Animation does not update shadows
General idea of the fix: skip the whole draw manager callback madness which was used to tag object's engine specific data as dirty. Use generic recalc flag in ObjectEngineData structure instead. This gives us the following benefits; - Sovles mentioned bug report. - Avoids whole interface lookup for opened viewports for EVERY changed ID. - Fixes missing updates when viewport is temporarily invisible. Reviewers: dfelinto, fclem Differential Revision: https://developer.blender.org/D3028
Diffstat (limited to 'source/blender/makesdna')
-rw-r--r--source/blender/makesdna/DNA_object_types.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/makesdna/DNA_object_types.h b/source/blender/makesdna/DNA_object_types.h
index d62ec746309..7c3ef5e72be 100644
--- a/source/blender/makesdna/DNA_object_types.h
+++ b/source/blender/makesdna/DNA_object_types.h
@@ -86,6 +86,8 @@ typedef struct ObjectEngineData {
struct DrawEngineType *engine_type;
/* Only nested data, NOT the engine data itself. */
ObjectEngineDataFreeCb free;
+ /* Accumulated recalc flags, which corresponds to ID->recalc flags. */
+ int recalc;
} ObjectEngineData;
#define MAX_VGROUP_NAME 64