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authorCampbell Barton <ideasman42@gmail.com>2009-12-16 22:49:33 +0300
committerCampbell Barton <ideasman42@gmail.com>2009-12-16 22:49:33 +0300
commitc3401eb5cb0833dc76eff1e90e573b487181ec81 (patch)
treece0ab6907d724650abff8f4ee2d80c96c8e4169f /source/blender/render
parent5e48ab8d75bd5ce3085a9de183f36107f6d5d616 (diff)
camera switching via markers
Currently access by selecting a marking and binding with the active camera from the view menu. Note: after long discussion we decieded there is no nice way to do this.. animate pointers? animate multiple camera visibility?, use sequencer? use NLA?.... have a kind of event system (like framechange scriptlinks)... etc so this is ifdef'd with DURIAN_CAMERA_SWITCH
Diffstat (limited to 'source/blender/render')
-rw-r--r--source/blender/render/intern/source/pipeline.c6
1 files changed, 6 insertions, 0 deletions
diff --git a/source/blender/render/intern/source/pipeline.c b/source/blender/render/intern/source/pipeline.c
index 1eb864e173d..92a8945af2e 100644
--- a/source/blender/render/intern/source/pipeline.c
+++ b/source/blender/render/intern/source/pipeline.c
@@ -2503,6 +2503,12 @@ static void do_render_seq(Render * re)
/* main loop: doing sequence + fields + blur + 3d render + compositing */
static void do_render_all_options(Render *re)
{
+#ifdef DURIAN_CAMERA_SWITCH
+ Object *camera= scene_find_camera_switch(re->scene);
+ if(camera)
+ re->scene->camera= camera;
+#endif
+
re->i.starttime= PIL_check_seconds_timer();
/* ensure no images are in memory from previous animated sequences */