Depsgraph: Remove legacy depsgraph code from viewport

This commit is contained in:
Sergey Sharybin
2017-01-24 12:25:58 +01:00
parent 991bda6959
commit 23122ca889
2 changed files with 6 additions and 18 deletions

View File

@@ -95,8 +95,4 @@ if(WITH_MOD_SMOKE)
add_definitions(-DWITH_SMOKE)
endif()
if(WITH_LEGACY_DEPSGRAPH)
add_definitions(-DWITH_LEGACY_DEPSGRAPH)
endif()
blender_add_lib(bf_editor_space_view3d "${SRC}" "${INC}" "${INC_SYS}")

View File

@@ -937,21 +937,13 @@ static void view3d_main_region_listener(bScreen *sc, ScrArea *sa, ARegion *ar, w
switch (wmn->data) {
case ND_SHADING:
case ND_NODES:
{
#ifdef WITH_LEGACY_DEPSGRAPH
Object *ob = OBACT;
if ((v3d->drawtype == OB_MATERIAL) ||
(ob && (ob->mode == OB_MODE_TEXTURE_PAINT)) ||
(v3d->drawtype == OB_TEXTURE &&
(scene->gm.matmode == GAME_MAT_GLSL ||
BKE_scene_use_new_shading_nodes(scene))) ||
!DEG_depsgraph_use_legacy())
#endif
{
ED_region_tag_redraw(ar);
}
/* TODO(sergey) This is a bit too much updates, but needed to
* have proper material drivers update in the viewport.
*
* How to solve?
*/
ED_region_tag_redraw(ar);
break;
}
case ND_SHADING_DRAW:
case ND_SHADING_LINKS:
ED_region_tag_redraw(ar);