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.
This commit is contained in:
Brecht Van Lommel
2012-11-26 09:46:15 +00:00
parent c91562d0ff
commit 240ee2fccb

View File

@@ -62,12 +62,16 @@ static void rna_Scene_frame_set(Scene *scene, int frame, float subframe)
BKE_scene_update_for_newframe(G.main, scene, (1 << 20) - 1);
BKE_scene_camera_switch_update(scene);
/* cant use NC_SCENE|ND_FRAME because this causes wm_event_do_notifiers to call
* BKE_scene_update_for_newframe which will loose any un-keyed changes [#24690] */
/* WM_main_add_notifier(NC_SCENE|ND_FRAME, scene); */
/* instead just redraw the views */
WM_main_add_notifier(NC_WINDOW, NULL);
/* don't do notifier when we're rendering, avoid some viewport crashes
* redrawing while the data is being modified for render */
if(!G.is_rendering) {
/* cant use NC_SCENE|ND_FRAME because this causes wm_event_do_notifiers to call
* BKE_scene_update_for_newframe which will loose any un-keyed changes [#24690] */
/* WM_main_add_notifier(NC_SCENE|ND_FRAME, scene); */
/* instead just redraw the views */
WM_main_add_notifier(NC_WINDOW, NULL);
}
}
static void rna_Scene_update_tagged(Scene *scene)