[Bf-blender-cvs] [e4849ad3a6d] blender2.8: Depsgraph: Preliminary work to make components to ID recalc flags
Sergey Sharybin
noreply at git.blender.org
Tue Dec 19 11:49:29 CET 2017
Commit: e4849ad3a6d65395b339fb63a6fede528d3cfdf0
Author: Sergey Sharybin
Date: Tue Dec 19 10:14:18 2017 +0100
Branches: blender2.8
https://developer.blender.org/rBe4849ad3a6d65395b339fb63a6fede528d3cfdf0
Depsgraph: Preliminary work to make components to ID recalc flags
===================================================================
M source/blender/depsgraph/intern/nodes/deg_node_component.cc
===================================================================
diff --git a/source/blender/depsgraph/intern/nodes/deg_node_component.cc b/source/blender/depsgraph/intern/nodes/deg_node_component.cc
index d3405118f57..9d2a8dd6808 100644
--- a/source/blender/depsgraph/intern/nodes/deg_node_component.cc
+++ b/source/blender/depsgraph/intern/nodes/deg_node_component.cc
@@ -376,21 +376,21 @@ void BoneComponentDepsNode::init(const ID *id, const char *subdata)
/* Register all components. =============================== */
-DEG_COMPONENT_NODE_DEFINE(Animation, ANIMATION, ID_RECALC_NONE);
-DEG_COMPONENT_NODE_DEFINE(BatchCache, BATCH_CACHE, ID_RECALC_NONE);
-DEG_COMPONENT_NODE_DEFINE(Bone, BONE, ID_RECALC_NONE);
-DEG_COMPONENT_NODE_DEFINE(Cache, CACHE, ID_RECALC_NONE);
-DEG_COMPONENT_NODE_DEFINE(CopyOnWrite, COPY_ON_WRITE, ID_RECALC_NONE);
-DEG_COMPONENT_NODE_DEFINE(Geometry, GEOMETRY, ID_RECALC_NONE);
-DEG_COMPONENT_NODE_DEFINE(LayerCollections, LAYER_COLLECTIONS, ID_RECALC_NONE);
-DEG_COMPONENT_NODE_DEFINE(Parameters, PARAMETERS, ID_RECALC_NONE);
-DEG_COMPONENT_NODE_DEFINE(Particles, EVAL_PARTICLES, ID_RECALC_NONE);
-DEG_COMPONENT_NODE_DEFINE(Proxy, PROXY, ID_RECALC_NONE);
-DEG_COMPONENT_NODE_DEFINE(Pose, EVAL_POSE, ID_RECALC_NONE);
-DEG_COMPONENT_NODE_DEFINE(Sequencer, SEQUENCER, ID_RECALC_NONE);
-DEG_COMPONENT_NODE_DEFINE(Shading, SHADING, ID_RECALC_NONE);
-DEG_COMPONENT_NODE_DEFINE(ShadingParameters, SHADING_PARAMETERS, ID_RECALC_NONE);
-DEG_COMPONENT_NODE_DEFINE(Transform, TRANSFORM, ID_RECALC_NONE);
+DEG_COMPONENT_NODE_DEFINE(Animation, ANIMATION, ID_RECALC_ANIMATION);
+DEG_COMPONENT_NODE_DEFINE(BatchCache, BATCH_CACHE, ID_RECALC_DRAW_CACHE);
+DEG_COMPONENT_NODE_DEFINE(Bone, BONE, ID_RECALC_GEOMETRY);
+DEG_COMPONENT_NODE_DEFINE(Cache, CACHE, ID_RECALC);
+DEG_COMPONENT_NODE_DEFINE(CopyOnWrite, COPY_ON_WRITE, ID_RECALC);
+DEG_COMPONENT_NODE_DEFINE(Geometry, GEOMETRY, ID_RECALC_GEOMETRY);
+DEG_COMPONENT_NODE_DEFINE(LayerCollections, LAYER_COLLECTIONS, ID_RECALC_COLLECTIONS);
+DEG_COMPONENT_NODE_DEFINE(Parameters, PARAMETERS, ID_RECALC);
+DEG_COMPONENT_NODE_DEFINE(Particles, EVAL_PARTICLES, ID_RECALC_GEOMETRY);
+DEG_COMPONENT_NODE_DEFINE(Proxy, PROXY, ID_RECALC_GEOMETRY);
+DEG_COMPONENT_NODE_DEFINE(Pose, EVAL_POSE, ID_RECALC_GEOMETRY);
+DEG_COMPONENT_NODE_DEFINE(Sequencer, SEQUENCER, ID_RECALC);
+DEG_COMPONENT_NODE_DEFINE(Shading, SHADING, ID_RECALC_DRAW);
+DEG_COMPONENT_NODE_DEFINE(ShadingParameters, SHADING_PARAMETERS, ID_RECALC_DRAW);
+DEG_COMPONENT_NODE_DEFINE(Transform, TRANSFORM, ID_RECALC_TRANSFORM);
/* Node Types Register =================================== */
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