diff options
author | Matt Ebb <matt@mke3.net> | 2010-01-13 06:21:55 +0300 |
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committer | Matt Ebb <matt@mke3.net> | 2010-01-13 06:21:55 +0300 |
commit | 0e396094686210f81a86b1217c2f76e6262acfe9 (patch) | |
tree | 6084461832b7f7b330011cf4523c16e82fac5073 /source/blender | |
parent | 6f0acf3cf3b87c48b854d720ae5b50b5c8092682 (diff) |
Fix [#20557] animated node values haven't effect while render animatiĆ³n
Was only updating the animation system for the render process - if scene render was skipped
(as is the case for comp trees without renderlayer nodes) then the animation system wouldn't
update.
Added in an update here, Aligorith, maybe you'd like to doublecheck.
Diffstat (limited to 'source/blender')
-rw-r--r-- | source/blender/render/intern/source/pipeline.c | 10 |
1 files changed, 9 insertions, 1 deletions
diff --git a/source/blender/render/intern/source/pipeline.c b/source/blender/render/intern/source/pipeline.c index 54f89a65566..5824e917fca 100644 --- a/source/blender/render/intern/source/pipeline.c +++ b/source/blender/render/intern/source/pipeline.c @@ -2366,6 +2366,7 @@ void RE_MergeFullSample(Render *re, Scene *sce, bNodeTree *ntree) static void do_render_composite_fields_blur_3d(Render *re) { bNodeTree *ntree= re->scene->nodetree; + int update_newframe=0; /* INIT seeding, compositor can use random texture */ BLI_srandom(re->r.cfra); @@ -2375,6 +2376,9 @@ static void do_render_composite_fields_blur_3d(Render *re) ntreeFreeCache(ntree); do_render_fields_blur_3d(re); + } else { + /* scene render process already updates animsys */ + update_newframe = 1; } /* swap render result */ @@ -2403,10 +2407,14 @@ static void do_render_composite_fields_blur_3d(Render *re) R.sdh= re->sdh; R.stats_draw= re->stats_draw; + if (update_newframe) + scene_update_for_newframe(re->scene, re->scene->lay); + if(re->r.scemode & R_FULL_SAMPLE) do_merge_fullsample(re, ntree); - else + else { ntreeCompositExecTree(ntree, &re->r, G.background==0); + } ntree->stats_draw= NULL; ntree->test_break= NULL; |