Commit: 6601136aaa9df5c813741ddb72daf1c2de5962f7
Author: Sergey Sharybin
Date:   Thu Jun 19 13:11:58 2014 +0600
https://developer.blender.org/rB6601136aaa9df5c813741ddb72daf1c2de5962f7

Enable texture preview even when Cycles is active

===================================================================

M       release/scripts/startup/bl_ui/properties_texture.py
M       source/blender/editors/render/render_preview.c

===================================================================

diff --git a/release/scripts/startup/bl_ui/properties_texture.py 
b/release/scripts/startup/bl_ui/properties_texture.py
index ec91be7..626cdaa 100644
--- a/release/scripts/startup/bl_ui/properties_texture.py
+++ b/release/scripts/startup/bl_ui/properties_texture.py
@@ -227,7 +227,7 @@ class TEXTURE_PT_context_texture(TextureButtonsPanel, 
Panel):
 
 class TEXTURE_PT_preview(TextureButtonsPanel, Panel):
     bl_label = "Preview"
-    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'CYCLES'}
 
     def draw(self, context):
         layout = self.layout
diff --git a/source/blender/editors/render/render_preview.c 
b/source/blender/editors/render/render_preview.c
index 5ae7570..7385ad1 100644
--- a/source/blender/editors/render/render_preview.c
+++ b/source/blender/editors/render/render_preview.c
@@ -299,7 +299,7 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, 
int id_type, ShaderPre
 
                sce->r.cfra = scene->r.cfra;
 
-               if (id_type == ID_TE && ELEM(sp->pr_method, PR_ICON_RENDER, 
PR_NODE_RENDER)) {
+               if (id_type == ID_TE) {
                        /* Force blender internal for texture icons and nodes 
render,
                         * seems commonly used render engines does not support
                         * such kind of rendering.
@@ -1137,6 +1137,7 @@ void ED_preview_shader_job(const bContext *C, void 
*owner, ID *id, ID *parent, M
        wmJob *wm_job;
        ShaderPreview *sp;
        Scene *scene = CTX_data_scene(C);
+       short id_type = GS(id->name);
 
        wm_job = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), owner, 
"Shader Preview",
                            WM_JOB_EXCL_RENDER, WM_JOB_TYPE_RENDER_PREVIEW);
@@ -1154,10 +1155,15 @@ void ED_preview_shader_job(const bContext *C, void 
*owner, ID *id, ID *parent, M
 
        /* hardcoded preview .blend for cycles/internal, this should be solved
         * once with custom preview .blend path for external engines */
-       if ((method != PR_NODE_RENDER) && 
BKE_scene_use_new_shading_nodes(scene))
+       if ((method != PR_NODE_RENDER) &&
+           id_type != ID_TE &&
+           BKE_scene_use_new_shading_nodes(scene))
+       {
                sp->pr_main = G_pr_main_cycles;
-       else
+       }
+       else {
                sp->pr_main = G_pr_main;
+       }
 
        if (ob && ob->totcol) copy_v4_v4(sp->col, ob->col);
        else sp->col[0] = sp->col[1] = sp->col[2] = sp->col[3] = 1.0f;

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