Draw manager: Fix wrong engine type used for view update
Was causing temporal sampling artifacts when scene is set to Cycles and viewport is set to Eevee. Visually was looking like ghosting or motion blur when moving objects.
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@ -120,9 +120,10 @@ void ED_render_scene_update(const DEGEditorUpdateContext *update_ctx, int update
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CTX_wm_window_set(C, win);
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for (sa = sc->areabase.first; sa; sa = sa->next) {
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if (sa->spacetype != SPACE_VIEW3D)
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if (sa->spacetype != SPACE_VIEW3D) {
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continue;
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}
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View3D *v3d = sa->spacedata.first;
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for (ar = sa->regionbase.first; ar; ar = ar->next) {
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if (ar->regiontype != RGN_TYPE_WINDOW) {
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continue;
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@ -143,7 +144,8 @@ void ED_render_scene_update(const DEGEditorUpdateContext *update_ctx, int update
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}
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else {
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RenderEngineType *engine_type = RE_engines_find(scene->r.engine);
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RenderEngineType *engine_type =
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ED_view3d_engine_type(scene, v3d->drawtype);
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if (updated) {
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DRW_notify_view_update(
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(&(DRWUpdateContext){
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