engine.free(self)
# final render
- def update(self, data, depsgraph, scene):
+ def update(self, data, scene):
if not self.session:
if self.is_preview:
cscene = bpy.context.scene.cycles
use_osl = cscene.shading_system and cscene.device == 'CPU'
- engine.create(self, data, depsgraph, scene,
+ engine.create(self, data, scene,
None, None, None, use_osl)
else:
- engine.create(self, data, depsgraph, scene)
+ engine.create(self, data, scene)
else:
engine.reset(self, data, scene)
- def render_to_image(self, data, scene):
- engine.render(self, data, scene)
+ def render_to_image(self, depsgraph):
+ engine.render(self, depsgraph)
- def bake(self, scene, obj, pass_type, pass_filter, object_id, pixel_array, num_pixels, depth, result):
- engine.bake(self, obj, pass_type, pass_filter, object_id, pixel_array, num_pixels, depth, result)
+ def bake(self, depsgraph, scene, obj, pass_type, pass_filter, object_id, pixel_array, num_pixels, depth, result):
+ engine.bake(self, depsgraph, obj, pass_type, pass_filter, object_id, pixel_array, num_pixels, depth, result)
# viewport render
def view_update(self, context):
if not self.session:
- engine.create(self, context.blend_data, context.depsgraph, context.scene,
+ engine.create(self, context.blend_data, context.scene,
context.region, context.space_data, context.region_data)
- engine.update(self, context.blend_data, context.scene)
+ engine.update(self, context.depsgraph, context.blend_data, context.scene)
def render_to_view(self, context):
engine.draw(self, context.depsgraph, context.region, context.space_data, context.region_data)