forked from bartvdbraak/blender
Fix #35969: blender internal and cycles not updating mesh while in edit mode.
Patch for blender internal made by Campbell.
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@ -462,6 +462,9 @@ Mesh *BlenderSync::sync_mesh(BL::Object b_ob, bool object_updated, bool hide_tri
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mesh->name = ustring(b_ob_data.name().c_str());
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mesh->name = ustring(b_ob_data.name().c_str());
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if(render_layer.use_surfaces || render_layer.use_hair) {
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if(render_layer.use_surfaces || render_layer.use_hair) {
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if(preview)
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b_ob.update_from_editmode();
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BL::Mesh b_mesh = object_to_mesh(b_data, b_ob, b_scene, true, !preview, need_undeformed);
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BL::Mesh b_mesh = object_to_mesh(b_data, b_ob, b_scene, true, !preview, need_undeformed);
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if(b_mesh) {
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if(b_mesh) {
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@ -982,8 +982,13 @@ static bool render_view3d_flag_changed(RenderEngine *engine, const bContext *C)
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if (engine->update_flag & RE_ENGINE_UPDATE_OTHER)
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if (engine->update_flag & RE_ENGINE_UPDATE_OTHER)
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job_update_flag |= PR_UPDATE_MATERIAL;
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job_update_flag |= PR_UPDATE_MATERIAL;
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if (engine->update_flag & RE_ENGINE_UPDATE_DATABASE)
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if (engine->update_flag & RE_ENGINE_UPDATE_DATABASE) {
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job_update_flag |= PR_UPDATE_DATABASE;
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job_update_flag |= PR_UPDATE_DATABASE;
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/* load editmesh */
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if (scene->obedit)
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ED_object_editmode_load(scene->obedit);
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}
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engine->update_flag = 0;
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engine->update_flag = 0;
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