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authorNathan Letwory <nathan@letworyinteractive.com>2008-02-23 15:05:28 +0300
committerNathan Letwory <nathan@letworyinteractive.com>2008-02-23 15:05:28 +0300
commit012f0a336c84b22c3e20716e4820f3342afef5d3 (patch)
tree00170e02918c2ae92c1c9a3b6e6145c01f954a15 /source/blender/src
parent206021113da61f352d96805af7e82e9d41dd70b9 (diff)
=== PyNodes ===
* Make PyNodes work with threaded renderer. This patch is by Willian. He has worked hard on getting this sorted out - now you should be able to render with PyNodes AND multiple threads.
Diffstat (limited to 'source/blender/src')
-rw-r--r--source/blender/src/drawnode.c5
-rw-r--r--source/blender/src/space.c19
2 files changed, 15 insertions, 9 deletions
diff --git a/source/blender/src/drawnode.c b/source/blender/src/drawnode.c
index 54475eb362e..d85e3199fb3 100644
--- a/source/blender/src/drawnode.c
+++ b/source/blender/src/drawnode.c
@@ -798,11 +798,6 @@ static int node_shader_buts_dynamic(uiBlock *block, bNodeTree *ntree, bNode *nod
ui_rasterpos_safe(butr->xmin + xoff, butr->ymin + 5, snode->aspect);
snode_drawstring(snode, "Error! Check console...", butr->xmax - butr->xmin);
}
- else if (G.scene->r.threads > 1) {
- BIF_ThemeColor(TH_REDALERT);
- ui_rasterpos_safe(butr->xmin + xoff, butr->ymin + 5, snode->aspect);
- snode_drawstring(snode, "Set threads to 1", butr->xmax - butr->xmin);
- }
}
}
return 20+19;
diff --git a/source/blender/src/space.c b/source/blender/src/space.c
index 55faa4650df..1994a2fcb7f 100644
--- a/source/blender/src/space.c
+++ b/source/blender/src/space.c
@@ -544,9 +544,14 @@ void start_game(void)
RestoreState();
/* Restart BPY - unload the game engine modules. */
+
+ /* Commented out: testing before Blender 2.46 if it's ok to keep
+ * these modules around, they give access to relevant info for
+ * exporters to other engines...
BPY_end_python();
- BPY_start_python(0, NULL); /* argc, argv stored there already */
- BPY_post_start_python(); /* userpref path and menus init */
+ BPY_start_python(0, NULL);
+ BPY_post_start_python();
+ */
restore_all_scene_cfra(scene_cfra_store);
set_scene_bg(startscene);
@@ -615,10 +620,16 @@ void start_RBSimulation(void)
SaveState();
StartKetsjiShellSimulation(curarea, startscene->id.name+2, G.main,G.sipo, 1);
RestoreState();
+
/* Restart BPY - unload the game engine modules. */
+
+ /* Commented out: testing before Blender 2.46 if it's ok to keep
+ * these modules around, they give access to relevant info for
+ * exporters to other engines...
BPY_end_python();
- BPY_start_python(0, NULL); /* argc, argv stored there already */
- BPY_post_start_python(); /* userpref path and menus init */
+ BPY_start_python(0, NULL);
+ BPY_post_start_python();
+ */
restore_all_scene_cfra(scene_cfra_store);
set_scene_bg(startscene);