#include "BLT_translation.h"
#include "BKE_animsys.h"
-#include "BKE_depsgraph.h"
#include "BKE_global.h"
#include "BKE_image.h"
+#include "BKE_layer.h"
#include "BKE_main.h"
#include "BKE_sequencer.h"
#include "BKE_movieclip.h"
#include "BKE_library.h"
#include "BKE_idprop.h"
+#include "DEG_depsgraph.h"
+
#include "RNA_access.h"
#include "RE_pipeline.h"
#include "BKE_sound.h"
#ifdef WITH_AUDASPACE
-# include AUD_SPECIAL_H
+# include <AUD_Special.h>
#endif
/* mutable state for sequencer */
context->scene->r.seq_prev_type = 3 /* == OB_SOLID */;
/* opengl offscreen render */
- BKE_scene_update_for_newframe(context->eval_ctx, context->bmain, scene, scene->lay);
+ BKE_scene_update_for_newframe(context->eval_ctx, context->bmain, scene);
ibuf = sequencer_view3d_cb(
/* set for OpenGL render (NULL when scrubbing) */
- scene, camera, width, height, IB_rect,
+ context->eval_ctx, scene, BKE_scene_layer_from_scene_get(scene), camera, width, height, IB_rect,
context->scene->r.seq_prev_type,
(context->scene->r.seq_flag & R_SEQ_SOLID_TEX) != 0,
use_gpencil, use_background, scene->r.alphamode,
if (re == NULL)
re = RE_NewRender(scene->id.name);
- BKE_scene_update_for_newframe(context->eval_ctx, context->bmain, scene, scene->lay);
+ BKE_scene_update_for_newframe(context->eval_ctx, context->bmain, scene);
RE_BlenderFrame(re, context->bmain, scene, NULL, camera, scene->lay, frame, false);
/* restore previous state after it was toggled on & off by RE_BlenderFrame */
scene->r.subframe = orig_data.subframe;
if (is_frame_update) {
- BKE_scene_update_for_newframe(context->eval_ctx, context->bmain, scene, scene->lay);
+ BKE_scene_update_for_newframe(context->eval_ctx, context->bmain, scene);
}
#ifdef DURIAN_CAMERA_SWITCH