Fix #33312: cycles render crash with motion blur / vector pass rendering. It's
actually the render threading issue and not a full fix, but this avoids the 3D viewport getting redrawn when changing frames to get motion vectors.
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@@ -62,12 +62,16 @@ static void rna_Scene_frame_set(Scene *scene, int frame, float subframe)
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BKE_scene_update_for_newframe(G.main, scene, (1 << 20) - 1);
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BKE_scene_camera_switch_update(scene);
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/* cant use NC_SCENE|ND_FRAME because this causes wm_event_do_notifiers to call
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* BKE_scene_update_for_newframe which will loose any un-keyed changes [#24690] */
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/* WM_main_add_notifier(NC_SCENE|ND_FRAME, scene); */
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/* instead just redraw the views */
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WM_main_add_notifier(NC_WINDOW, NULL);
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/* don't do notifier when we're rendering, avoid some viewport crashes
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* redrawing while the data is being modified for render */
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if(!G.is_rendering) {
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/* cant use NC_SCENE|ND_FRAME because this causes wm_event_do_notifiers to call
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* BKE_scene_update_for_newframe which will loose any un-keyed changes [#24690] */
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/* WM_main_add_notifier(NC_SCENE|ND_FRAME, scene); */
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/* instead just redraw the views */
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WM_main_add_notifier(NC_WINDOW, NULL);
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}
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}
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static void rna_Scene_update_tagged(Scene *scene)
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