Different fix for the nasty stars problem, previous one swallowed the
ESC during alt+a playback. Solved in the 'proper' way, which is not abusing the (while render) ESC callback for UI draw of stars, this confused everything. Means; you cannot esc stars drawing anymore. Nice feature, bad hack...
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@@ -317,15 +317,9 @@ void RE_make_stars(void (*initfunc)(void),
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}
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}
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}
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// if(done > MAXVERT) {
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// printf("Too many stars\n");
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// break;
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// }
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if(blender_test_break()) break;
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/* do not call blender_test_break() here, since it is used in UI as well, confusing the callback system */
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/* main cause is G.afbreek of course, a global again... (ton) */
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}
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// if(done > MAXVERT) break;
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if(blender_test_break()) break;
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}
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if (termfunc) termfunc();
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}
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@@ -1839,7 +1839,6 @@ void drawview3dspace(ScrArea *sa, void *spacedata)
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if(G.scene->world->mode & WO_STARS) {
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RE_make_stars(star_stuff_init_func, star_stuff_vertex_func,
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star_stuff_term_func);
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G.afbreek= 0; /* silly, stars draw uses blender_test_break(), can cause render to stop */
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}
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}
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if(G.vd->flag & V3D_DISPBGPIC) draw_bgpic();
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@@ -1022,6 +1022,7 @@ static void do_render(View3D *ogl_render_view3d, int anim, int force_dispwin)
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/* we set this flag to prevent renderwindow queue to execute another render */
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R.flag= R_RENDERING;
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G.afbreek= 0;
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if (G.displaymode == R_DISPLAYWIN || force_dispwin) {
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RE_set_initrenderdisplay_callback(NULL);
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@@ -1051,7 +1052,6 @@ static void do_render(View3D *ogl_render_view3d, int anim, int force_dispwin)
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}
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waitcursor(1);
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G.afbreek= 0;
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if(G.obedit && !(G.scene->r.scemode & R_OGL)) {
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exit_editmode(0); /* 0 = no free data */
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}
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