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blender-archive/source/blender/src/drawscene.c
Brecht Van Lommel 9afa4619ed Disable mipmapping in texture paint mode, so fast redrawing will now
work by default for power-of-two textures.

Improved texture painting across different images a bit.
2006-11-26 23:14:52 +00:00

142 lines
3.3 KiB
C

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
* drawing graphics and editing
*/
#include <math.h>
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "DNA_scene_types.h"
#include "DNA_space_types.h"
#include "DNA_screen_types.h"
#include "DNA_userdef_types.h"
#include "DNA_view3d_types.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_scene.h"
#include "BDR_editobject.h"
#include "BDR_editface.h"
#include "BDR_vpaint.h"
#include "BIF_space.h"
#include "BIF_drawscene.h"
#include "BIF_poseobject.h"
#include "BSE_view.h"
#include "radio.h"
#include "blendef.h" /* old */
#include "mydevice.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
void set_scene(Scene *sce) /* also see scene.c: set_scene_bg() */
{
bScreen *sc;
/* ending all modes */
if( G.obedit)
exit_editmode(EM_FREEDATA|EM_FREEUNDO|EM_WAITCURSOR);
if(G.f & G_FACESELECT)
set_faceselect();
if(G.f & G_VERTEXPAINT)
set_vpaint();
if(G.f & G_TEXTUREPAINT)
set_texturepaint();
if(G.f & G_WEIGHTPAINT)
set_wpaint();
G.scene= sce;
sc= G.main->screen.first;
while(sc) {
if((U.flag & USER_SCENEGLOBAL) || sc==G.curscreen) {
if(sce != sc->scene) {
/* all areas endlocalview */
ScrArea *sa= sc->areabase.first;
while(sa) {
endlocalview(sa);
sa= sa->next;
}
sc->scene= sce;
}
}
sc= sc->id.next;
}
copy_view3d_lock(0); /* space.c */
/* are there cameras in the views that are not in the scene? */
sc= G.main->screen.first;
while(sc) {
if( (U.flag & USER_SCENEGLOBAL) || sc==G.curscreen) {
ScrArea *sa= sc->areabase.first;
while(sa) {
SpaceLink *sl= sa->spacedata.first;
while(sl) {
if(sl->spacetype==SPACE_VIEW3D) {
View3D *v3d= (View3D*) sl;
if (!v3d->camera || !object_in_scene(v3d->camera, sce)) {
v3d->camera= scene_find_camera(sc->scene);
if (sc==G.curscreen) handle_view3d_lock();
if (!v3d->camera && v3d->persp>1) v3d->persp= 1;
}
}
sl= sl->next;
}
sa= sa->next;
}
}
sc= sc->id.next;
}
set_scene_bg(G.scene);
scene_update_for_newframe(G.scene, G.scene->lay);
set_radglobal();
/* complete redraw */
allqueue(REDRAWALL, 0);
allqueue(REDRAWDATASELECT, 0); /* does a remake */
}