[Bf-blender-cvs] [1be2888bf02] master: Fix T62717: Switching Shading Modes During Sculpting
Jeroen Bakker
noreply at git.blender.org
Thu Mar 28 16:14:37 CET 2019
Commit: 1be2888bf0210e510ca65a7b86e5350ea85ab9f1
Author: Jeroen Bakker
Date: Thu Mar 28 16:10:15 2019 +0100
Branches: master
https://developer.blender.org/rB1be2888bf0210e510ca65a7b86e5350ea85ab9f1
Fix T62717: Switching Shading Modes During Sculpting
Switching shader modes to material or render during a sculpting session
showed the model when the sculptsession was started. The user needed
to click that forced an update of the sculptsession.
In `sculpt_flush_update` the eevee drawing mesh is not updated when
workbench engine is used.
===================================================================
M source/blender/makesrna/intern/rna_space.c
===================================================================
diff --git a/source/blender/makesrna/intern/rna_space.c b/source/blender/makesrna/intern/rna_space.c
index 5a9598818de..78b702dfd0b 100644
--- a/source/blender/makesrna/intern/rna_space.c
+++ b/source/blender/makesrna/intern/rna_space.c
@@ -643,7 +643,7 @@ static void rna_RegionView3D_view_matrix_set(PointerRNA *ptr, const float *value
ED_view3d_from_m4(mat, rv3d->ofs, rv3d->viewquat, &rv3d->dist);
}
-static void rna_3DViewShading_type_update(Main *bmain, Scene *UNUSED(scene), PointerRNA *ptr)
+static void rna_3DViewShading_type_update(Main *bmain, Scene *scene, PointerRNA *ptr)
{
ID *id = ptr->id.data;
if (GS(id->name) == ID_SCE) {
@@ -661,12 +661,25 @@ static void rna_3DViewShading_type_update(Main *bmain, Scene *UNUSED(scene), Poi
DEG_id_tag_update(&ma->id, ID_RECALC_SHADING);
}
+ View3DShading *shading = (View3DShading*)ptr->data;
+ if (shading->type == OB_MATERIAL ||
+ (shading->type == OB_RENDER && (strcmp(scene->r.engine, RE_engine_id_BLENDER_EEVEE) == 0 ||
+ strcmp(scene->r.engine, RE_engine_id_CYCLES)))) {
+ /* When switching from workbench to render or material mode the geometry of any
+ * active sculpt session needs to be recalculated. */
+ for (Object *ob = bmain->objects.first; ob ; ob = ob->id.next) {
+ if (ob->sculpt) {
+ DEG_id_tag_update(&ob->id, ID_RECALC_GEOMETRY);
+ }
+ }
+ }
+
bScreen *screen = ptr->id.data;
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_VIEW3D) {
View3D *v3d = (View3D *)sl;
- if (&v3d->shading == ptr->data) {
+ if (&v3d->shading == shading) {
ED_view3d_shade_update(bmain, v3d, sa);
return;
}
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