forked from bartvdbraak/blender
042d612df2
A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
620 lines
15 KiB
C
620 lines
15 KiB
C
/*
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#include <stdlib.h>
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#include <string.h>
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/* This little block needed for linking to Blender... */
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#include "MEM_guardedalloc.h"
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#ifdef WIN32
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#include "BLI_winstuff.h"
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#endif
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#include "GEN_messaging.h"
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#include "DNA_ID.h"
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#include "DNA_scene_types.h"
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#include "BLI_blenlib.h"
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#include "BKE_utildefines.h"
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#include "BKE_blender.h"
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#include "BKE_font.h"
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "BKE_material.h"
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#include "BKE_packedFile.h"
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#include "BKE_scene.h"
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#include "BIF_gl.h"
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#include "BIF_graphics.h"
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#include "BIF_mainqueue.h"
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#include "BIF_graphics.h"
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#include "BIF_editsound.h"
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#include "BIF_usiblender.h"
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#include "BIF_drawscene.h" /* set_scene() */
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#include "BIF_screen.h" /* waitcursor and more */
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#include "BIF_usiblender.h"
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#include "BIF_toolbox.h"
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#include "BLO_writefile.h"
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#include "BLO_readfile.h"
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#include "BDR_drawmesh.h"
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#include "IMB_imbuf.h" // for quicktime_init
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#include "BPY_extern.h"
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#include "RE_pipeline.h"
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#include "playanim_ext.h"
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#include "mydevice.h"
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#include "nla.h"
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#include "datatoc.h"
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/* for passing information between creator and gameengine */
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#include "SYS_System.h"
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#include <signal.h>
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#ifdef __FreeBSD__
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# include <sys/types.h>
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# include <floatingpoint.h>
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# include <sys/rtprio.h>
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#endif
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// from buildinfo.c
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extern char * build_date;
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extern char * build_time;
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extern char * build_platform;
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extern char * build_type;
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/* Local Function prototypes */
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static void print_help();
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static void print_version();
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/* defined in ghostwinlay and winlay, we can't include carbon here, conflict with DNA */
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#ifdef __APPLE__
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extern int checkAppleVideoCard(void);
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extern void getMacAvailableBounds(short *top, short *left, short *bottom, short *right);
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extern void winlay_get_screensize(int *width_r, int *height_r);
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extern void winlay_process_events(int wait_for_event);
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#endif
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/* for the callbacks: */
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extern int pluginapi_force_ref(void); /* from blenpluginapi:pluginapi.c */
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char bprogname[FILE_MAXDIR+FILE_MAXFILE]; /* from blenpluginapi:pluginapi.c */
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/* Initialise callbacks for the modules that need them */
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void setCallbacks(void);
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#if defined(__sgi) || defined(__alpha__)
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static void fpe_handler(int sig)
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{
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// printf("SIGFPE trapped\n");
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}
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#endif
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/* handling ctrl-c event in console */
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static void blender_esc(int sig)
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{
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static int count = 0;
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G.afbreek = 1; /* forces render loop to read queue, not sure if its needed */
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if (sig == 2) {
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if (count) {
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printf("\nBlender killed\n");
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exit(2);
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}
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printf("\nSent an internal break event. Press ^C again to kill Blender\n");
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count++;
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}
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}
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static void print_version(void)
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{
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printf ("Blender %d.%02d\n", G.version/100, G.version%100);
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}
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static void print_help(void)
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{
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printf ("Blender V %d.%02d\n", G.version/100, G.version%100);
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printf ("Usage: blender [options ...] [file]\n");
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printf ("\nRender options:\n");
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printf (" -b <file>\tRender <file> in background\n");
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printf (" -S <name>\tSet scene <name>\n");
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printf (" -f <frame>\tRender frame <frame> and save it\n");
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printf (" -s <frame>\tSet start to frame <frame> (use with -a)\n");
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printf (" -e <frame>\tSet end to frame (use with -a)<frame>\n");
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printf (" -a\t\tRender animation\n");
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printf ("\nAnimation options:\n");
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printf (" -a <file(s)>\tPlayback <file(s)>\n");
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printf (" -p <sx> <sy>\tOpen with lower left corner at <sx>, <sy>\n");
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printf (" -m\t\tRead from disk (Don't buffer)\n");
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printf ("\nWindow options:\n");
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printf (" -w\t\tForce opening with borders\n");
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#ifdef WIN32
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printf (" -W\t\tForce opening without borders\n");
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#endif
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printf (" -p <sx> <sy> <w> <h>\tOpen with lower left corner at <sx>, <sy>\n");
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printf (" \tand width and height <w>, <h>\n");
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printf ("\nGame Engine specific options:\n");
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printf (" -g fixedtime\t\tRun on 50 hertz without dropping frames\n");
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printf (" -g vertexarrays\tUse Vertex Arrays for rendering (usually faster)\n");
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printf (" -g noaudio\t\tNo audio in Game Engine\n");
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printf (" -g nomipmap\t\tNo Texture Mipmapping\n");
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printf (" -g linearmipmap\tLinear Texture Mipmapping instead of Nearest (default)\n");
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printf ("\nMisc options:\n");
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printf (" -d\t\tTurn debugging on\n");
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printf (" -noaudio\tDisable audio on systems that support audio\n");
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printf (" -h\t\tPrint this help text\n");
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printf (" -y\t\tDisable script links, use -Y to find out why its -y\n");
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printf (" -P <filename>\tRun the given Python script (filename or Blender Text)\n");
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#ifdef WIN32
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printf (" -R\t\tRegister .blend extension\n");
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#endif
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printf (" -v\t\tPrint Blender version and exit\n");
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}
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double PIL_check_seconds_timer(void);
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extern void winlay_get_screensize(int *width_r, int *height_r);
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int main(int argc, char **argv)
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{
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int a, i, stax, stay, sizx, sizy;
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SYS_SystemHandle syshandle;
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Scene *sce;
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#if defined(WIN32) || defined (__linux__)
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int audio = 1;
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#else
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int audio = 0;
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#endif
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setCallbacks();
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#ifdef __APPLE__
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/* patch to ignore argument finder gives us (pid?) */
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if (argc==2 && strncmp(argv[1], "-psn_", 5)==0) {
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extern int GHOST_HACK_getFirstFile(char buf[]);
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static char firstfilebuf[512];
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int scr_x,scr_y;
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argc= 1;
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/* first let us check if we are hardware accelerated and with VRAM > 16 Mo */
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if (checkAppleVideoCard()) {
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short top, left, bottom, right;
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winlay_get_screensize(&scr_x, &scr_y);
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getMacAvailableBounds(&top, &left, &bottom, &right);
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setprefsize(left +10,scr_y - bottom +10,right-left -20,bottom - 64);
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} else {
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winlay_get_screensize(&scr_x, &scr_y);
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/* 40 + 684 + (headers) 22 + 22 = 768, the powerbook screen height */
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setprefsize(120, 40, 850, 684);
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}
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winlay_process_events(0);
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if (GHOST_HACK_getFirstFile(firstfilebuf)) {
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argc= 2;
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argv[1]= firstfilebuf;
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}
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}
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#endif
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#ifdef __FreeBSD__
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fpsetmask(0);
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#endif
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#ifdef __linux__
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#ifdef __alpha__
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signal (SIGFPE, fpe_handler);
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#else
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setenv("SDL_AUDIODRIVER", "dma", 1);
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#endif
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#endif
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#if defined(__sgi)
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signal (SIGFPE, fpe_handler);
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#endif
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// copy path to executable in bprogname. playanim and creting runtimes
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// need this.
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BLI_where_am_i(bprogname, argv[0]);
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/* Hack - force inclusion of the plugin api functions,
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* see blenpluginapi:pluginapi.c
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*/
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pluginapi_force_ref();
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initglobals(); /* blender.c */
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syshandle = SYS_GetSystem();
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GEN_init_messaging_system();
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/* first test for background */
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G.f |= G_DOSCRIPTLINKS; /* script links enabled by default */
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for(a=1; a<argc; a++) {
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/* Handle unix and windows style help requests */
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if ((!strcmp(argv[a], "--help")) || (!strcmp(argv[a], "/?"))){
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print_help();
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exit(0);
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}
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/* Handle long version request */
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if (!strcmp(argv[a], "--version")){
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print_version();
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exit(0);
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}
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/* Handle -* switches */
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else if(argv[a][0] == '-') {
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switch(argv[a][1]) {
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case 'a':
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playanim(argc-1, argv+1);
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exit(0);
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break;
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case 'b':
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case 'B':
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G.background = 1;
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a= argc;
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break;
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case 'y':
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G.f &= ~G_DOSCRIPTLINKS;
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break;
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case 'Y':
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printf ("-y was used to disable script links because,\n");
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printf ("\t-p being taken, Ton was of the opinion that Y\n");
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printf ("\tlooked like a split (disabled) snake, and also\n");
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printf ("\twas similar to a python's tongue (unproven).\n\n");
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printf ("\tZr agreed because it gave him a reason to add a\n");
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printf ("\tcompletely useless text into Blender.\n\n");
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printf ("\tADDENDUM! Ton, in defense, found this picture of\n");
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printf ("\tan Australian python, exhibiting her (his/its) forked\n");
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printf ("\tY tongue. It could be part of an H Zr retorted!\n\n");
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printf ("\thttp://www.users.bigpond.com/snake.man/\n");
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exit(252);
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case 'h':
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print_help();
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exit(0);
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case 'v':
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print_version();
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exit(0);
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default:
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break;
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}
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}
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}
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#ifdef __sgi
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setuid(getuid()); /* end superuser */
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#endif
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/* for all platforms, even windos has it! */
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if(G.background) signal(SIGINT, blender_esc); /* ctrl c out bg render */
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/* background render uses this font too */
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BKE_font_register_builtin(datatoc_Bfont, datatoc_Bfont_size);
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init_def_material();
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if(G.background==0) {
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for(a=1; a<argc; a++) {
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if(argv[a][0] == '-') {
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switch(argv[a][1]) {
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case 'p': /* prefsize */
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if (argc-a < 5) {
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printf ("-p requires four arguments\n");
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exit(1);
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}
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a++;
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stax= atoi(argv[a]);
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a++;
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stay= atoi(argv[a]);
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a++;
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sizx= atoi(argv[a]);
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a++;
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sizy= atoi(argv[a]);
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setprefsize(stax, stay, sizx, sizy);
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break;
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case 'd':
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G.f |= G_DEBUG; /* std output printf's */
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printf ("Blender V %d.%02d\n", G.version/100, G.version%100);
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#ifdef NAN_BUILDINFO
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printf("Build: %s %s %s %s\n", build_date, build_time, build_platform, build_type);
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#endif // NAN_BUILDINFO
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for (i = 0; i < argc; i++) {
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printf("argv[%d] = %s\n", i, argv[i]);
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}
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break;
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case 'w':
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/* XXX, fixme zr, with borders */
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/* there probably is a better way to do
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* this, right now do as if blender was
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* called with "-p 0 0 xres yres" -- sgefant
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*/
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winlay_get_screensize(&sizx, &sizy);
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setprefsize(0, 0, sizx, sizy);
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#if 0
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//#ifdef _WIN32 // FULLSCREEN
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G.windowstate = G_WINDOWSTATE_BORDER;
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#endif
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break;
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case 'W':
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/* XXX, fixme zr, borderless on win32 */
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#if 0
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//#ifdef _WIN32 // FULLSCREEN
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G.windowstate = G_WINDOWSTATE_FULLSCREEN;
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#endif
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break;
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case 'R':
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/* Registering filetypes only makes sense on windows... */
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#ifdef WIN32
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RegisterBlendExtension(argv[0]);
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#endif
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break;
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case 'n':
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case 'N':
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if (BLI_strcasecmp(argv[a], "-noaudio") == 0|| BLI_strcasecmp(argv[a], "-nosound") == 0) {
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/**
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notify the gameengine that no audio is wanted, even if the user didn't give
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the flag -g noaudio.
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*/
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SYS_WriteCommandLineInt(syshandle,"noaudio",1);
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audio = 0;
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if (G.f & G_DEBUG) printf("setting audio to: %d\n", audio);
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}
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break;
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}
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}
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}
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BPY_start_python(argc, argv);
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/**
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* NOTE: sound_init_audio() *must be* after start_python,
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* at least on FreeBSD.
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* added note (ton): i removed it altogether
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*/
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BIF_init();
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}
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else {
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BPY_start_python(argc, argv);
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// (ton) Commented out. I have no idea whats thisfor... will mail around!
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// SYS_WriteCommandLineInt(syshandle,"noaudio",1);
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// audio = 0;
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// sound_init_audio();
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// if (G.f & G_DEBUG) printf("setting audio to: %d\n", audio);
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}
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/**
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* NOTE: the U.pythondir string is NULL until BIF_init() is executed,
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* so we provide the BPY_ function below to append the user defined
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* pythondir to Python's sys.path at this point. Simply putting
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* BIF_init() before BPY_start_python() crashes Blender at startup.
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* Update: now this function also inits the bpymenus, which also depend
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* on U.pythondir.
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*/
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BPY_post_start_python();
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#ifdef WITH_QUICKTIME
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quicktime_init();
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#endif /* WITH_QUICKTIME */
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/* dynamically load libtiff, if available */
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libtiff_init();
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if (!G.have_libtiff && (G.f & G_DEBUG)) {
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printf("Unable to load: libtiff.\n");
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printf("Try setting the BF_TIFF_LIB environment variable if you want this support.\n");
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printf("Example: setenv BF_TIFF_LIB /usr/lib/libtiff.so\n");
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}
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/* OK we are ready for it */
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|
|
|
for(a=1; a<argc; a++) {
|
|
if (G.afbreek==1) break;
|
|
|
|
if(argv[a][0] == '-') {
|
|
switch(argv[a][1]) {
|
|
case 'p': /* prefsize */
|
|
a+= 4;
|
|
break;
|
|
|
|
case 'g':
|
|
{
|
|
/**
|
|
gameengine parameters are automaticly put into system
|
|
-g [paramname = value]
|
|
-g [boolparamname]
|
|
example:
|
|
-g novertexarrays
|
|
-g maxvertexarraysize = 512
|
|
*/
|
|
|
|
if(++a < argc)
|
|
{
|
|
char* paramname = argv[a];
|
|
/* check for single value versus assignment */
|
|
if (a+1 < argc && (*(argv[a+1]) == '='))
|
|
{
|
|
a++;
|
|
if (a+1 < argc)
|
|
{
|
|
a++;
|
|
/* assignment */
|
|
SYS_WriteCommandLineString(syshandle,paramname,argv[a]);
|
|
} else
|
|
{
|
|
printf("error: argument assignment (%s) without value.\n",paramname);
|
|
}
|
|
/* name arg eaten */
|
|
|
|
} else
|
|
{
|
|
|
|
SYS_WriteCommandLineInt(syshandle,argv[a],1);
|
|
|
|
/* doMipMap */
|
|
if (!strcmp(argv[a],"nomipmap"))
|
|
{
|
|
set_mipmap(0); //doMipMap = 0;
|
|
}
|
|
/* linearMipMap */
|
|
if (!strcmp(argv[a],"linearmipmap"))
|
|
{
|
|
set_linear_mipmap(1); //linearMipMap = 1;
|
|
}
|
|
|
|
|
|
} /* if (*(argv[a+1]) == '=') */
|
|
} /* if(++a < argc) */
|
|
break;
|
|
}
|
|
case 'f':
|
|
a++;
|
|
if (G.scene && a < argc) {
|
|
Render *re= RE_NewRender("Render");
|
|
RE_BlenderAnim(re, G.scene, atoi(argv[a]), atoi(argv[a]));
|
|
}
|
|
break;
|
|
case 'a':
|
|
if (G.scene) {
|
|
Render *re= RE_NewRender("Render");
|
|
RE_BlenderAnim(re, G.scene, G.scene->r.sfra, G.scene->r.efra);
|
|
}
|
|
break;
|
|
case 'S':
|
|
if(++a < argc) {
|
|
set_scene_name(argv[a]);
|
|
}
|
|
break;
|
|
case 's':
|
|
a++;
|
|
if(G.scene) {
|
|
if (a < argc) (G.scene->r.sfra) = atoi(argv[a]);
|
|
}
|
|
break;
|
|
case 'e':
|
|
a++;
|
|
if(G.scene) {
|
|
if (a < argc) (G.scene->r.efra) = atoi(argv[a]);
|
|
}
|
|
break;
|
|
case 'P':
|
|
a++;
|
|
if (a < argc) BPY_run_python_script (argv[a]);
|
|
else printf("\nError: you must specify a Python script after '-P '.\n");
|
|
break;
|
|
}
|
|
}
|
|
else {
|
|
BKE_read_file(argv[a], NULL);
|
|
sound_initialize_sounds();
|
|
}
|
|
}
|
|
|
|
if(G.background) {
|
|
/* actually incorrect, but works for now (ton) */
|
|
exit_usiblender();
|
|
}
|
|
|
|
setscreen(G.curscreen);
|
|
|
|
if(G.main->scene.first==0) {
|
|
sce= add_scene("1");
|
|
set_scene(sce);
|
|
}
|
|
|
|
screenmain();
|
|
|
|
return 0;
|
|
} /* end of int main(argc,argv) */
|
|
|
|
static void error_cb(char *err)
|
|
{
|
|
error("%s", err);
|
|
}
|
|
|
|
static void mem_error_cb(char *errorStr)
|
|
{
|
|
fprintf(stderr, errorStr);
|
|
}
|
|
|
|
void setCallbacks(void)
|
|
{
|
|
/* Error output from the alloc routines: */
|
|
MEM_set_error_callback(mem_error_cb);
|
|
|
|
|
|
/* BLI_blenlib: */
|
|
|
|
BLI_setErrorCallBack(error_cb); /* */
|
|
BLI_setInterruptCallBack(blender_test_break);
|
|
|
|
}
|