- Preview images get generated on render event again
authorTon Roosendaal <ton@blender.org>
Thu, 2 Feb 2006 23:55:14 +0000 (23:55 +0000)
committerTon Roosendaal <ton@blender.org>
Thu, 2 Feb 2006 23:55:14 +0000 (23:55 +0000)
- disabled threading for composit for now, it has a memory error still...
  will work on that tomorrow more.

source/blender/blenkernel/intern/node.c
source/blender/render/intern/source/pipeline.c

index e2dc623859ebef8a3a5488601829d672e97737e3..4ce098f7d27d2266911670d56caca097b692165f 100644 (file)
@@ -1711,7 +1711,7 @@ void ntreeCompositExecTree(bNodeTree *ntree, RenderData *rd, int do_preview)
        if(ntree==NULL) return;
        
        if(rd->mode & R_THREADS)
-               maxthreads= 2;
+               maxthreads= 1;
        else
                maxthreads= 1;
        
index b07145c119c69e84f8c8ee8c8edabe6307f5e648..a420702f84bfe1777da254428bdcd814a2e50adc 100644 (file)
@@ -836,6 +836,15 @@ static void do_render_fields(Render *re)
        
 }
 
+static void ntree_render_scenes(Render *re)
+{
+       SceneRenderLayer *srl;
+       
+       for(srl= re->r.layers.first; srl; srl= srl->next) {
+               
+       }
+}
+
 static void do_render_final(Render *re, Scene *scene)
 {
        /* we set start time here, for main Blender loops */
@@ -867,11 +876,14 @@ static void do_render_final(Render *re, Scene *scene)
                }
                
                if(!re->test_break()) {
+                       /* checks if there are layer nodes that need scene */
+                       ntree_render_scenes(re);
+                       
                        ntreeCompositTagRender(scene->nodetree);
                        ntreeCompositTagAnimated(scene->nodetree);
                        
                        if(re->r.scemode & R_DOCOMP)
-                               ntreeCompositExecTree(scene->nodetree, &re->r, 0);
+                               ntreeCompositExecTree(scene->nodetree, &re->r, G.background==0);
                }
        }
        
@@ -980,7 +992,6 @@ static int render_initialize_from_scene(Render *re, Scene *scene)
 }
 
 /* general Blender frame render call */
-/* should return 1 when all is OK, otherwise it throws up errors */
 void RE_BlenderFrame(Render *re, Scene *scene, int frame)
 {
        /* ugly global still... is to prevent renderwin events and signal subsurfs etc to make full resol */