Fix T38318: blender internal viewport now uses viewport, not render visibility.

This is the same as cycles and more consistent with it also using viewport
resolution.
This commit is contained in:
Brecht Van Lommel 2014-01-22 15:48:17 +01:00
parent c24a23f264
commit 162d6c73e3
Notes: blender-bot 2023-09-13 08:48:34 +02:00
Referenced by commit fbf859518a, Followup for fix T38318: Add back previous fix and fix a glitch.
Referenced by commit d81f492d08, Blender Internal: Bring back previous behavior that rendered viewport uses render visibility rather than viewport visibility.
Referenced by issue #38318, Eye icon for viewport visibility does not work in rendered mode for internal.
1 changed files with 12 additions and 4 deletions

View File

@ -3924,6 +3924,14 @@ static GroupObject *add_render_lamp(Render *re, Object *ob)
return go;
}
static bool is_object_hidden(Render *re, Object *ob)
{
if (re->r.scemode & R_VIEWPORT_PREVIEW)
return (ob->restrictflag & OB_RESTRICT_VIEW) != 0;
else
return (ob->restrictflag & OB_RESTRICT_RENDER) != 0;
}
/* layflag: allows material group to ignore layerflag */
static void add_lightgroup(Render *re, Group *group, int exclusive)
{
@ -3936,7 +3944,7 @@ static void add_lightgroup(Render *re, Group *group, int exclusive)
for (go= group->gobject.first; go; go= go->next) {
go->lampren= NULL;
if (go->ob->restrictflag & OB_RESTRICT_RENDER)
if (is_object_hidden(re, go->ob))
continue;
if (go->ob->lay & re->lay) {
@ -3964,7 +3972,7 @@ static void set_material_lightgroups(Render *re)
Material *ma;
/* not for preview render */
if (re->scene->r.scemode & (R_BUTS_PREVIEW|R_VIEWPORT_PREVIEW))
if (re->r.scemode & (R_BUTS_PREVIEW|R_VIEWPORT_PREVIEW))
return;
for (group= re->main->group.first; group; group=group->id.next)
@ -4961,7 +4969,7 @@ static void database_init_objects(Render *re, unsigned int renderlay, int nolamp
lay= (timeoffset)? renderlay & vectorlay: renderlay;
/* if the object has been restricted from rendering in the outliner, ignore it */
if (ob->restrictflag & OB_RESTRICT_RENDER) continue;
if (is_object_hidden(re, ob)) continue;
/* OB_DONE means the object itself got duplicated, so was already converted */
if (ob->flag & OB_DONE) {
@ -4994,7 +5002,7 @@ static void database_init_objects(Render *re, unsigned int renderlay, int nolamp
if (!(obd->transflag & OB_RENDER_DUPLI) && dob->no_draw)
continue;
if (obd->restrictflag & OB_RESTRICT_RENDER)
if (is_object_hidden(re, obd))
continue;
if (obd->type==OB_MBALL)