forked from bartvdbraak/blender
Fixed bug #6711, Retopo problem when maximizing 3d view and still painting
Caused by some incorrect usage of the current v3d during updates
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84b58f8653
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@ -3065,6 +3065,8 @@ void drawview3dspace(ScrArea *sa, void *spacedata)
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fdrawXORcirc((float)car[0], (float)car[1], sculptmode_brush()->size);
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}
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}
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retopo_paint_view_update(v3d);
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retopo_draw_paint_lines();
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if(!G.obedit && OBACT && G.f&G_PARTICLEEDIT && area_is_active_area(v3d->area)){
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@ -2443,9 +2443,6 @@ void area_fullscreen(void) /* with curarea */
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wich_cursor(newa);
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}
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if(curarea->full)
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retopo_force_update();
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/* there's also events in queue for this, but we call fullscreen for render output
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now, and that doesn't go back to queue. Bad code, but doesn't hurt... (ton) */
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for(sa= G.curscreen->areabase.first; sa; sa= sa->next) {
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@ -2455,8 +2452,7 @@ void area_fullscreen(void) /* with curarea */
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/* bad code #2: setscreen() ends with first area active. fullscreen render assumes this too */
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curarea= sc->areabase.first;
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if(!curarea->full)
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retopo_force_update();
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retopo_force_update();
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}
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static void area_autoplayscreen(void)
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@ -452,11 +452,8 @@ void retopo_force_update()
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if(vd) {
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if(vd->depths) vd->depths->damaged= 1;
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retopo_queue_updates(vd);
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if(retopo_mesh_paint_check() && vd->retopo_view_data) {
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/* Force redraw */
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drawview3dspace(vd->area, vd);
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retopo_paint_view_update(vd);
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}
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if(retopo_mesh_paint_check() && vd->retopo_view_data)
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allqueue(REDRAWVIEW3D, 0);
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}
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}
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}
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@ -384,7 +384,6 @@ void persptoetsen(unsigned short event)
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if(G.vd->depths) G.vd->depths->damaged= 1;
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retopo_queue_updates(G.vd);
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retopo_force_update();
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if(preview3d_event)
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BIF_view3d_previewrender_signal(curarea, PR_DBASE|PR_DISPRECT);
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