Fix for objects trailing in viewport when using BI in scene+Eevee in workspace

Thanks for Clément Foucault for finding where to tackle.
This commit is contained in:
Dalai Felinto
2017-10-16 18:37:37 -02:00
parent 73ca54283c
commit 314542ffd4

View File

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