forked from blender/blender
BLEN-335: Export environment light #1
@ -77,7 +77,7 @@ bool BlenderSceneDelegate::GetVisible(SdfPath const &id)
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HdRenderIndex &index = GetRenderIndex();
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HdRenderIndex &index = GetRenderIndex();
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if (index.GetSprim(HdPrimTypeTokens->domeLight, id)) {
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if (index.GetSprim(HdPrimTypeTokens->domeLight, id)) {
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return true;
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return world_data.is_visible();
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}
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}
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return obj_data->is_visible();
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return obj_data->is_visible();
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@ -80,6 +80,11 @@ void WorldData::update_world()
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set_as_world();
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set_as_world();
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}
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}
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bool WorldData::is_visible()
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{
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return true;
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}
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void WorldData::set_as_world()
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void WorldData::set_as_world()
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BogdanNagirniak marked this conversation as resolved
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{
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{
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data.clear();
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data.clear();
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@ -32,6 +32,7 @@ public:
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const T &get_data(pxr::TfToken const &key);
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const T &get_data(pxr::TfToken const &key);
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bool has_data(pxr::TfToken const &key);
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bool has_data(pxr::TfToken const &key);
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void update_world();
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void update_world();
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BogdanNagirniak marked this conversation as resolved
Bogdan Nagirniak
commented
no need update_world() just recreate it in scene delegate no need update_world() just recreate it in scene delegate
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bool is_visible();
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BL::Context *b_context;
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BL::Context *b_context;
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View3DShading *shading;
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View3DShading *shading;
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