Fix for objects trailing in viewport when using BI in scene+Eevee in workspace
Thanks for Clément Foucault for finding where to tackle.
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@@ -38,6 +38,7 @@
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#include "DNA_screen_types.h"
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#include "DNA_space_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_workspace_types.h"
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#include "DNA_world_types.h"
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#include "DNA_windowmanager_types.h"
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@@ -56,6 +57,7 @@
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#include "BKE_node.h"
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#include "BKE_paint.h"
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#include "BKE_scene.h"
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#include "BKE_workspace.h"
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#include "GPU_lamp.h"
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#include "GPU_material.h"
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@@ -113,7 +115,9 @@ void ED_render_scene_update(Main *bmain, Scene *scene, int updated)
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ARegion *ar;
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CTX_wm_window_set(C, win);
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WorkSpace *workspace = BKE_workspace_active_get(win->workspace_hook);
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ViewRender *view_render = BKE_viewrender_get(win->scene, workspace);
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for (sa = sc->areabase.first; sa; sa = sa->next) {
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if (sa->spacetype != SPACE_VIEW3D)
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continue;
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@@ -141,7 +145,7 @@ void ED_render_scene_update(Main *bmain, Scene *scene, int updated)
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engine->type->view_update(engine, C);
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}
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else if ((RE_engines_find(scene->view_render.engine_id)->flag & RE_USE_LEGACY_PIPELINE) == 0) {
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else if ((RE_engines_find(view_render->engine_id)->flag & RE_USE_LEGACY_PIPELINE) == 0) {
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if (updated) {
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CTX_wm_screen_set(C, sc);
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CTX_wm_area_set(C, sa);
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