[Bf-blender-cvs] [d81f492] master: Blender Internal: Bring back previous behavior that rendered viewport uses render visibility rather than viewport visibility.

IRIE Shinsuke noreply at git.blender.org
Thu Feb 27 21:50:58 CET 2014


Commit: d81f492d08e68660902faf99ae2d6e19216ea3d8
Author: IRIE Shinsuke
Date:   Fri Feb 28 05:17:16 2014 +0900
https://developer.blender.org/rBd81f492d08e68660902faf99ae2d6e19216ea3d8

Blender Internal: Bring back previous behavior that rendered viewport uses render visibility rather than viewport visibility.

Commit 162d6c73e3d0 changed the behavior of rendered viewport to use
viewport visibility, but that can cause some problems. For example,
mesh deform cage is drawn as a solid/textured mesh (not a wireframe
mesh) and its unnecessary surfaces and shadows mess up the preview.

===================================================================

M	source/blender/render/intern/source/convertblender.c

===================================================================

diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c
index 3e9e1b1..8844fae 100644
--- a/source/blender/render/intern/source/convertblender.c
+++ b/source/blender/render/intern/source/convertblender.c
@@ -3929,7 +3929,12 @@ static GroupObject *add_render_lamp(Render *re, Object *ob)
 static bool is_object_hidden(Render *re, Object *ob)
 {
 	if (re->r.scemode & R_VIEWPORT_PREVIEW)
-		return (ob->restrictflag & OB_RESTRICT_VIEW) != 0;
+		/* note: in rendered viewport, for now we always use render visibility rather than
+		 * viewport visibility, because using viewport visibility can cause some problems.
+		 * for example, mesh deform cage is drawn as a solid/textured mesh (not a wireframe
+		 * mesh) and its unnecessary surfaces and shadows mess up the preview. we need more
+		 * discussion about the way to take viewport visibility into account. */
+		return (ob->restrictflag & OB_RESTRICT_RENDER) != 0;
 	else
 		return (ob->restrictflag & OB_RESTRICT_RENDER) != 0;
 }




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