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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2010-12-05 21:59:23 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2010-12-05 21:59:23 +0300
commitb110c7c8f2c5fafa6412e01d21d751a884bfe8b2 (patch)
treec414d8b62a65c8d633625498dd36740548605c4c /source/blender/makesrna/intern/rna_material.c
parent07692fc59b1837da7510e46c37d0deed85924a52 (diff)
Dependency graph: changed DAG_id_flush_update to DAG_id_tag_update. Now it
only tags the ID and does the actual flush/update delayed, before the next redraw. For objects the update was already delayed, just flushing wasn't yet. This should help performance in python and animation editors, by making calls to RNA property update quicker. Still need to add calls in a few places where this was previously avoided due to bad performance.
Diffstat (limited to 'source/blender/makesrna/intern/rna_material.c')
-rw-r--r--source/blender/makesrna/intern/rna_material.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/makesrna/intern/rna_material.c b/source/blender/makesrna/intern/rna_material.c
index ea079d9bdaa..ec2e34fa0b6 100644
--- a/source/blender/makesrna/intern/rna_material.c
+++ b/source/blender/makesrna/intern/rna_material.c
@@ -67,7 +67,7 @@ static void rna_Material_update(Main *bmain, Scene *scene, PointerRNA *ptr)
{
Material *ma= ptr->id.data;
- DAG_id_flush_update(&ma->id, 0);
+ DAG_id_tag_update(&ma->id, 0);
if(scene->gm.matmode == GAME_MAT_GLSL)
WM_main_add_notifier(NC_MATERIAL|ND_SHADING_DRAW, ma);
else
@@ -78,7 +78,7 @@ static void rna_Material_draw_update(Main *bmain, Scene *scene, PointerRNA *ptr)
{
Material *ma= ptr->id.data;
- DAG_id_flush_update(&ma->id, 0);
+ DAG_id_tag_update(&ma->id, 0);
WM_main_add_notifier(NC_MATERIAL|ND_SHADING_DRAW, ma);
}