Bugfix #3434
The OpenGL preview anim render calculated the camera matrix before calling the animation updates, causing a lag when camera was parented.
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@@ -2350,8 +2350,7 @@ void drawview3d_render(struct View3D *v3d)
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Base *base;
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Object *ob;
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free_all_realtime_images();
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reshadeall_displist();
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update_for_newframe_muted(); /* first, since camera can be animated */
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v3d_windowmode= 1;
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setwinmatrixview3d(0);
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@@ -2366,6 +2365,9 @@ void drawview3d_render(struct View3D *v3d)
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Mat4Invert(v3d->persinv, v3d->persmat);
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Mat4Invert(v3d->viewinv, v3d->viewmat);
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free_all_realtime_images();
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reshadeall_displist();
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if(v3d->drawtype > OB_WIRE) {
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v3d->zbuf= TRUE;
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glEnable(GL_DEPTH_TEST);
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@@ -2389,8 +2391,6 @@ void drawview3d_render(struct View3D *v3d)
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/* abuse! to make sure it doesnt draw the helpstuff */
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G.f |= G_SIMULATION;
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update_for_newframe_muted();
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/* first draw set */
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if(G.scene->set) {
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