The OpenGL preview anim render calculated the camera matrix before
calling the animation updates, causing a lag when camera was parented.
This commit is contained in:
2005-11-21 15:59:01 +00:00
parent 9607fac3a5
commit aedaba8223

View File

@@ -2350,8 +2350,7 @@ void drawview3d_render(struct View3D *v3d)
Base *base;
Object *ob;
free_all_realtime_images();
reshadeall_displist();
update_for_newframe_muted(); /* first, since camera can be animated */
v3d_windowmode= 1;
setwinmatrixview3d(0);
@@ -2366,6 +2365,9 @@ void drawview3d_render(struct View3D *v3d)
Mat4Invert(v3d->persinv, v3d->persmat);
Mat4Invert(v3d->viewinv, v3d->viewmat);
free_all_realtime_images();
reshadeall_displist();
if(v3d->drawtype > OB_WIRE) {
v3d->zbuf= TRUE;
glEnable(GL_DEPTH_TEST);
@@ -2389,8 +2391,6 @@ void drawview3d_render(struct View3D *v3d)
/* abuse! to make sure it doesnt draw the helpstuff */
G.f |= G_SIMULATION;
update_for_newframe_muted();
/* first draw set */
if(G.scene->set) {