Bugfixes from own collection:

- when renderwin exists, but not used for render, the ESC timer check still
  could return ESC event, due to missing flag clearing.
  (For example in sequencer, a scene strip did not update on frame advance)

- option 'single layer' set in combination with render "Do Sequence" didn't
  free the pushed layers.
This commit is contained in:
2006-06-27 09:48:54 +00:00
parent 605388b449
commit f7c9c99877
3 changed files with 7 additions and 2 deletions

View File

@@ -181,6 +181,9 @@ static void free_render_result(RenderResult *res)
/* all layers except the active one get temporally pushed away */
static void push_render_result(Render *re)
{
/* officially pushed result should be NULL... error can happen with do_seq */
free_render_result(re->pushedresult);
re->pushedresult= re->result;
re->result= NULL;
}

View File

@@ -733,7 +733,6 @@ static void renderwin_init_display_cb(RenderResult *rr)
}
renderwin_reset_view(render_win);
render_win->flags&= ~RW_FLAGS_ESCAPE;
render_win->active= 1;
}
/* make sure we are in normal draw again */
@@ -1165,6 +1164,9 @@ void BIF_init_render_callbacks(Render *re, int do_display)
RE_error_cb(re, error_cb);
G.afbreek= 0;
if(render_win)
render_win->flags &= ~RW_FLAGS_ESCAPE;
/* start esc timer. ensure it happens once only */
if(esc_timer_set==0)
init_test_break_callback();

View File

@@ -903,7 +903,7 @@ static void do_build_seq_ibuf(Sequence * seq, int cfra)
if(G.rendering)
re= RE_NewRender(" do_build_seq_ibuf");
else
re= RE_NewRender(seq->scene->id.name);
re= RE_NewRender(sce->id.name);
/* prevent eternal loop */
doseq= sce->r.scemode & R_DOSEQ;