Texture nodes: on file load, the preview render signal was ignored.
Found out it ignores it all the way, inserting refreshes all over, not
using the 'afterqueue'. Will live with that for now, in 2.5 it's nicer
supported anyway.

Just added another refresh line on the proper signal to make it look nice
on file loads.
This commit is contained in:
Ton Roosendaal
2009-05-17 09:56:48 +00:00
parent cd3e447bb8
commit 6dad6bb9bf

View File

@@ -180,7 +180,7 @@ static void snode_handle_recalc(SpaceNode *snode)
allqueue(REDRAWNODE, 1);
}
else if(snode->treetype==NTREE_TEXTURE) {
ntreeTexUpdatePreviews(snode->nodetree);
ntreeTexUpdatePreviews(snode->nodetree);/* XXX texture nodes should follow shader node methods (ton) */
BIF_preview_changed(ID_TE);
}
}
@@ -550,7 +550,7 @@ void node_texture_default(Tex *tx)
nodeAddLink(tx->nodetree, in, fromsock, out, tosock);
ntreeSolveOrder(tx->nodetree); /* needed for pointers */
ntreeTexUpdatePreviews(tx->nodetree);
ntreeTexUpdatePreviews(tx->nodetree);/* XXX texture nodes should follow shader node methods (ton) */
}
/* Here we set the active tree(s), even called for each redraw now, so keep it fast :) */
@@ -1301,7 +1301,7 @@ static void scale_node(SpaceNode *snode, bNode *node)
allqueue(REDRAWNODE, 1);
if(snode->nodetree->type == NTREE_TEXTURE)
ntreeTexUpdatePreviews(snode->nodetree);
ntreeTexUpdatePreviews(snode->nodetree);/* XXX texture nodes should follow shader node methods (ton) */
}
/* ******************** rename ******************* */
@@ -1819,7 +1819,7 @@ bNode *node_add_node(SpaceNode *snode, int type, float locx, float locy)
if(snode->nodetree->type==NTREE_TEXTURE) {
ntreeTexCheckCyclics(snode->edittree);
ntreeTexUpdatePreviews(snode->edittree);
ntreeTexUpdatePreviews(snode->edittree);/* XXX texture nodes should follow shader node methods (ton) */
}
return node;
@@ -2608,6 +2608,9 @@ void winqreadnodespace(ScrArea *sa, void *spacedata, BWinEvent *evt)
case RENDERPREVIEW:
if(snode->treetype==NTREE_SHADER)
shader_node_previewrender(sa, snode);
else if(snode->nodetree->type==NTREE_TEXTURE)
ntreeTexUpdatePreviews(snode->edittree); /* XXX texture nodes should follow shader node methods (ton) */
break;
case PADPLUSKEY: