* -jahka
*/
- int rendering = G.is_rendering;
- int doseq;
- int doseq_gl = G.is_rendering ? /*(scene->r.seq_flag & R_SEQ_GL_REND)*/ 0 : /*(scene->r.seq_flag & R_SEQ_GL_PREV)*/ 1;
+ const short is_rendering = G.is_rendering;
+ const int do_seq_gl = G.is_rendering ?
+ (context.scene->r.seq_flag & R_SEQ_GL_REND) :
+ (context.scene->r.seq_flag & R_SEQ_GL_PREV);
+ int do_seq;
int have_seq = FALSE;
Scene *scene;
}
/* prevent eternal loop */
- doseq = context.scene->r.scemode & R_DOSEQ;
+ do_seq = context.scene->r.scemode & R_DOSEQ;
context.scene->r.scemode &= ~R_DOSEQ;
#ifdef DURIAN_CAMERA_SWITCH
#else
(void)oldmarkers;
#endif
-
- if (sequencer_view3d_cb && BLI_thread_is_main() && doseq_gl && (scene == context.scene || have_seq == 0) && camera) {
+
+ if ((sequencer_view3d_cb && do_seq_gl && camera) &&
+ (BLI_thread_is_main() == TRUE) &&
+ ((have_seq == FALSE) || (scene == context.scene)))
+ {
char err_out[256] = "unknown";
/* for old scened this can be uninitialized,
* should probably be added to do_versions at some point if the functionality stays */
RenderResult rres;
/* XXX: this if can be removed when sequence preview rendering uses the job system */
- if (rendering || context.scene != scene) {
+ if (is_rendering || context.scene != scene) {
if (re == NULL)
re = RE_NewRender(scene->id.name);
RE_BlenderFrame(re, context.bmain, scene, NULL, camera, scene->lay, frame, FALSE);
/* restore previous state after it was toggled on & off by RE_BlenderFrame */
- G.is_rendering = rendering;
+ G.is_rendering = is_rendering;
}
RE_AcquireResultImage(re, &rres);
}
/* restore */
- context.scene->r.scemode |= doseq;
+ context.scene->r.scemode |= do_seq;
scene->r.cfra = oldcfra;