Fix: compositor events caused far too many recomposite signals, this

because it was tagging all nodes with same ID *.
This commit is contained in:
Ton Roosendaal 2008-02-22 11:25:08 +00:00
parent 4dbf6cf204
commit b69b5f274b

@ -297,7 +297,7 @@ static void composit_node_event(SpaceNode *snode, short event)
bNode *node= BLI_findlink(&snode->edittree->nodes, event-B_NODE_EXEC); bNode *node= BLI_findlink(&snode->edittree->nodes, event-B_NODE_EXEC);
if(node) { if(node) {
NodeTagChanged(snode->edittree, node); NodeTagChanged(snode->edittree, node);
NodeTagIDChanged(snode->nodetree, node->id); /* Scene-layer nodes, texture nodes, image nodes, all can be used many times */ /* don't use NodeTagIDChanged, it gives far too many recomposites for image, scene layers, ... */
/* not the best implementation of the world... but we need it to work now :) */ /* not the best implementation of the world... but we need it to work now :) */
if(node->type==CMP_NODE_R_LAYERS && node->custom2) { if(node->type==CMP_NODE_R_LAYERS && node->custom2) {