From 2e79e4e9751aa44da905fb0646d8b9b8b4f9d825 Mon Sep 17 00:00:00 2001 From: Ton Roosendaal Date: Wed, 11 Feb 2009 16:54:55 +0000 Subject: 2.5 Smaller jobs, all in one commit! - Moved object_do_update out of view3d drawing, into the event system (currently after notifiers). Depsgraph calls for setting update flags will have to keep track of each Screen's needs, so a UI showing only a Sequencer doesn't do objects. - Added button in "Properties region" in 3D window to set or disable 4-split, including the 3 options it has. (lock, box, clip) - Restored legacy code for UI, to make things work like bone rename, autocomplete. - Node editor now shows Curves widgets again - Bugfix: composite job increased Viewer user id count - Bugfix: Node editor, not "Enable nodes" still called a Job, which didn't do anything - Various code cleaning, unused vars and prototypes. --- source/blender/editors/space_view3d/view3d_draw.c | 19 +++++-------------- 1 file changed, 5 insertions(+), 14 deletions(-) (limited to 'source/blender/editors/space_view3d/view3d_draw.c') diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index a96cd5a817c..ba774677420 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -1880,20 +1880,6 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar) /* from now on all object derived meshes check this */ v3d->customdata_mask= get_viewedit_datamask(CTX_wm_screen(C)); - /* update all objects, ipos, matrices, displists, etc. Flags set by depgraph or manual, - no layer check here, gets correct flushed */ - /* sets first, we allow per definition current scene to have dependencies on sets */ - if(scene->set) { - for(SETLOOPER(scene->set, base)) - object_handle_update(scene, base->object); // bke_object.h - } - - v3d->lay_used = 0; - for(base= scene->base.first; base; base= base->next) { - object_handle_update(scene, base->object); // bke_object.h - v3d->lay_used |= base->lay; - } - /* shadow buffers, before we setup matrices */ if(draw_glsl_material(scene, NULL, v3d, v3d->drawtype)) gpu_update_lamps_shadows(scene, v3d); @@ -1997,8 +1983,13 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar) /* Transp and X-ray afterdraw stuff for sets is done later */ } + /* extra service in layerbuttons, showing used layers */ + v3d->lay_used = 0; + /* then draw not selected and the duplis, but skip editmode object */ for(base= scene->base.first; base; base= base->next) { + v3d->lay_used |= base->lay; + if(v3d->lay & base->lay) { /* dupli drawing */ -- cgit v1.2.3