Fix #35969: blender internal and cycles not updating mesh while in edit mode.

Patch for blender internal made by Campbell.
This commit is contained in:
Brecht Van Lommel 2013-07-08 22:41:14 +00:00
parent 8ab1fadf3d
commit a2553444fa
2 changed files with 9 additions and 1 deletions

@ -462,6 +462,9 @@ Mesh *BlenderSync::sync_mesh(BL::Object b_ob, bool object_updated, bool hide_tri
mesh->name = ustring(b_ob_data.name().c_str());
if(render_layer.use_surfaces || render_layer.use_hair) {
if(preview)
b_ob.update_from_editmode();
BL::Mesh b_mesh = object_to_mesh(b_data, b_ob, b_scene, true, !preview, need_undeformed);
if(b_mesh) {

@ -982,8 +982,13 @@ static bool render_view3d_flag_changed(RenderEngine *engine, const bContext *C)
if (engine->update_flag & RE_ENGINE_UPDATE_OTHER)
job_update_flag |= PR_UPDATE_MATERIAL;
if (engine->update_flag & RE_ENGINE_UPDATE_DATABASE)
if (engine->update_flag & RE_ENGINE_UPDATE_DATABASE) {
job_update_flag |= PR_UPDATE_DATABASE;
/* load editmesh */
if (scene->obedit)
ED_object_editmode_load(scene->obedit);
}
engine->update_flag = 0;