Revision: 20150
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=20150
Author:   blendix
Date:     2009-05-11 14:06:53 +0200 (Mon, 11 May 2009)

Log Message:
-----------
Fix for bug #18683: GLSL refresh issue when adding lamp. There's still
cases where this goes wrong, as noted in the release logs, this is just
a temporary fix, in 2.5 can solve it properly with notifiers.

Modified Paths:
--------------
    trunk/blender/source/blender/src/editobject.c
    trunk/blender/source/blender/src/previewrender.c

Modified: trunk/blender/source/blender/src/editobject.c
===================================================================
--- trunk/blender/source/blender/src/editobject.c       2009-05-11 11:51:30 UTC 
(rev 20149)
+++ trunk/blender/source/blender/src/editobject.c       2009-05-11 12:06:53 UTC 
(rev 20150)
@@ -216,6 +216,7 @@
                else if(type==OB_LAMP) {
                        BIF_undo_push("Add Lamp");
                        reshadeall_displist();  /* only frees */
+                       BIF_preview_changed(ID_LA);
                }
                else if(type==OB_LATTICE) BIF_undo_push("Add Lattice");
                else if(type==OB_CAMERA) BIF_undo_push("Add Camera");

Modified: trunk/blender/source/blender/src/previewrender.c
===================================================================
--- trunk/blender/source/blender/src/previewrender.c    2009-05-11 11:51:30 UTC 
(rev 20149)
+++ trunk/blender/source/blender/src/previewrender.c    2009-05-11 12:06:53 UTC 
(rev 20150)
@@ -243,6 +243,13 @@
                                        allqueue(REDRAWVIEW3D, 0);
                                }
                        }
+
+                       for(ma=G.main->mat.first; ma; ma=ma->id.next) {
+                               if(ma->gpumaterial.first) {
+                                       GPU_material_free(ma);
+                                       allqueue(REDRAWVIEW3D, 0);
+                               }
+                       }
                } else if(OBACT) {
                        Object *ob = OBACT;
 


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