if(ima_pp && *ima_pp) {
Image *ima= *ima_pp;
- ima->id.us--;
+ /* (for time being, texturefaces are no users, conflict in design...) */
+ if(ima->id.us>1)
+ ima->id.us--;
*ima_pp= NULL;
}
}
case B_SHADBUF:
la= G.buts->lockpoin;
la->mode &= ~LA_SHAD_RAY;
+ BIF_preview_changed(ID_LA);
allqueue(REDRAWBUTSSHADING, 0);
allqueue(REDRAWVIEW3D, 0);
break;
/* yafray: 'softlight' uses it's own shadbuf. flag.
Must be cleared here too when switching from ray shadow */
la->mode &= ~LA_YF_SOFT;
+ BIF_preview_changed(ID_LA);
allqueue(REDRAWBUTSSHADING, 0);
allqueue(REDRAWVIEW3D, 0);
break;