Merge branch 'blender-v3.0-release'
This commit is contained in:
commit
aff6227412
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@ -1526,9 +1526,7 @@ void BKE_displist_make_curveTypes(Depsgraph *depsgraph,
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ob->runtime.geometry_set_eval = new GeometrySet(std::move(geometry));
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}
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if (ob->runtime.bb) {
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ob->runtime.bb->flag |= BOUNDBOX_DIRTY;
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}
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BKE_object_boundbox_calc_from_evaluated_geometry(ob);
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}
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void BKE_displist_minmax(const ListBase *dispbase, float min[3], float max[3])
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@ -1764,6 +1764,10 @@ static void icon_preview_free(void *customdata)
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*/
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bool ED_preview_id_is_supported(const ID *id)
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{
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if (id == NULL) {
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return false;
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}
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if (GS(id->name) == ID_OB) {
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return object_preview_is_type_supported((const Object *)id);
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}
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@ -2046,6 +2046,15 @@ ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Depsgraph *depsgraph,
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}
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memcpy(&v3d.shading, source_shading_settings, sizeof(View3DShading));
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if (drawtype == OB_RENDER) {
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/* Don't use external engines for preview. Fall back to solid instead of Eevee as rendering
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* with Eevee is potentially slow due to compiling shaders and loading textures, and the
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* depsgraph may not have been updated to have all the right geometry attributes. */
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if (!(BKE_scene_uses_blender_eevee(scene) || BKE_scene_uses_blender_workbench(scene))) {
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drawtype = OB_SOLID;
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}
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}
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if (drawtype == OB_MATERIAL) {
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v3d.shading.flag = V3D_SHADING_SCENE_WORLD | V3D_SHADING_SCENE_LIGHTS;
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v3d.shading.render_pass = SCE_PASS_COMBINED;
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