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authorBastien Montagne <montagne29@wanadoo.fr>2018-06-25 13:50:32 +0300
committerBastien Montagne <montagne29@wanadoo.fr>2018-06-25 13:50:32 +0300
commite97237892c804a0ea82fe430cf0e1f4d16039dc4 (patch)
treeaea045588506e38ff44a6e04d37a02094a7fddeb /source/blender/nodes/composite/node_composite_tree.c
parentcdee53edfc4d249ce198965a35cefe32a813854d (diff)
parent8a7f317666caa41aad0428b5ed3f399cdfbbd816 (diff)
Merge branch 'master' into blender2.8
Conflicts: source/blender/editors/sculpt_paint/paint_image.c source/blender/editors/space_view3d/view3d_draw.c source/blender/editors/space_view3d/view3d_view.c source/blender/gpu/GPU_draw.h source/blender/gpu/GPU_material.h source/blender/gpu/intern/gpu_draw.c source/blender/gpu/intern/gpu_material.c source/blender/makesrna/intern/rna_userdef.c source/blender/windowmanager/intern/wm_files_link.c source/blender/windowmanager/intern/wm_init_exit.c source/creator/creator_args.c source/gameengine/GamePlayer/ghost/GPG_ghost.cpp source/gameengine/Ketsji/KX_PythonInit.cpp source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
Diffstat (limited to 'source/blender/nodes/composite/node_composite_tree.c')
-rw-r--r--source/blender/nodes/composite/node_composite_tree.c5
1 files changed, 4 insertions, 1 deletions
diff --git a/source/blender/nodes/composite/node_composite_tree.c b/source/blender/nodes/composite/node_composite_tree.c
index 43beb1656a2..4f796da58dc 100644
--- a/source/blender/nodes/composite/node_composite_tree.c
+++ b/source/blender/nodes/composite/node_composite_tree.c
@@ -280,7 +280,10 @@ void ntreeCompositTagRender(Scene *curscene)
{
Scene *sce;
- for (sce = G.main->scene.first; sce; sce = sce->id.next) {
+ /* XXX Think using G_MAIN here is valid, since you want to update current file's scene nodes,
+ * not the ones in temp main generated for rendering?
+ * This is still rather weak though, ideally render struct would store own main AND original G_MAIN... */
+ for (sce = G_MAIN->scene.first; sce; sce = sce->id.next) {
if (sce->nodetree) {
bNode *node;