Rendering from 3d view in local view or with unlocked layer was not
working yet, now layer is passed along to render engine, changes quite a few files because simple swapping trick no longer works with threading.
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@@ -198,7 +198,7 @@ void RE_SetPixelSize(struct Render *re, float pixsize);
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void RE_SetView (struct Render *re, float mat[][4]);
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/* make or free the dbase */
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void RE_Database_FromScene(struct Render *re, struct Scene *scene, int use_camera_view);
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void RE_Database_FromScene(struct Render *re, struct Scene *scene, unsigned int lay, int use_camera_view);
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void RE_Database_Free (struct Render *re);
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/* project dbase again, when viewplane/perspective changed */
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@@ -214,8 +214,8 @@ void RE_init_threadcount(Render *re);
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void RE_TileProcessor(struct Render *re, int firsttile, int threaded);
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/* only RE_NewRender() needed, main Blender render calls */
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void RE_BlenderFrame(struct Render *re, struct Scene *scene, struct SceneRenderLayer *srl, int frame);
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void RE_BlenderAnim(struct Render *re, struct Scene *scene, int sfra, int efra, int tfra, struct ReportList *reports);
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void RE_BlenderFrame(struct Render *re, struct Scene *scene, struct SceneRenderLayer *srl, unsigned int lay, int frame);
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void RE_BlenderAnim(struct Render *re, struct Scene *scene, unsigned int lay, int sfra, int efra, int tfra, struct ReportList *reports);
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void RE_ReadRenderResult(struct Scene *scene, struct Scene *scenode);
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void RE_WriteRenderResult(RenderResult *rr, char *filename, int compress);
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@@ -251,7 +251,7 @@ void RE_zbuf_accumulate_vecblur(struct NodeBlurData *nbd, int xsize, int ysize,
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#define RE_BAKE_DISPLACEMENT 5
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#define RE_BAKE_SHADOW 6
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void RE_Database_Baking(struct Render *re, struct Scene *scene, int type, struct Object *actob);
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void RE_Database_Baking(struct Render *re, struct Scene *scene, unsigned int lay, int type, struct Object *actob);
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void RE_DataBase_GetView(struct Render *re, float mat[][4]);
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void RE_GetCameraWindow(struct Render *re, struct Object *camera, int frame, float mat[][4]);
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