From 0e396094686210f81a86b1217c2f76e6262acfe9 Mon Sep 17 00:00:00 2001 From: Matt Ebb Date: Wed, 13 Jan 2010 03:21:55 +0000 Subject: =?UTF-8?q?Fix=20[#20557]=20animated=20node=20values=20haven't=20e?= =?UTF-8?q?ffect=20while=20render=20animati=C3=B3n?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 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. --- source/blender/render/intern/source/pipeline.c | 10 +++++++++- 1 file changed, 9 insertions(+), 1 deletion(-) (limited to 'source/blender/render') 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; -- cgit v1.2.3