diff options
author | Nathan Letwory <nathan@letworyinteractive.com> | 2008-02-23 15:05:28 +0300 |
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committer | Nathan Letwory <nathan@letworyinteractive.com> | 2008-02-23 15:05:28 +0300 |
commit | 012f0a336c84b22c3e20716e4820f3342afef5d3 (patch) | |
tree | 00170e02918c2ae92c1c9a3b6e6145c01f954a15 /source/blender/src | |
parent | 206021113da61f352d96805af7e82e9d41dd70b9 (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.c | 5 | ||||
-rw-r--r-- | source/blender/src/space.c | 19 |
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); |