Final merge of HEAD (bf-blender) into the orange branch.
Here are my notes on things to look out for as potential problem spots: source/blender/blenkernel/intern/displist.c: + is initfastshade(void) supposed to be empty? I had to make it empty to get the merged tree to compile. source/blender/python/api2_2x/Armature.c: + went with the version that had Armature_getLayers() source/blender/python/api2_2x/Object.c + went with the version of Object_getPose() from bf-blender. (#ifdef 0-ed the other version) source/blender/python/api2_2x/Pose.[ch] + had problems linking due to no Pose_Init() ... copied these two files straight from bf-blender. source/blender/src/drawview.c: + view3d_panel_properties() had things shifted a few things shifted a few pixels, otherwise, things were painless source/blender/src/splash.jpg.c: + went with bf-blender version (orange is dead) source/gameengine: + went with bf-blender version -- does not compile due to IMB_rect* stuff, Ton should look into this.
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@@ -1012,9 +1012,16 @@ void BIF_do_render(int anim)
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/* if start render in 3d win, use layer from window (e.g also local view) */
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if(curarea && curarea->spacetype==SPACE_VIEW3D) {
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int lay= G.scene->lay;
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if(G.vd->lay & 0xFF000000) // localview
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G.scene->lay |= G.vd->lay;
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else G.scene->lay= G.vd->lay;
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/*
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* if view is defined (might not be if called form script), check
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* and set layers
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*/
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if(G.vd) {
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if(G.vd->lay & 0xFF000000) // localview
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G.scene->lay |= G.vd->lay;
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else
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G.scene->lay= G.vd->lay;
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}
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do_render(anim);
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