Commit: 63b981bf9bae1ad6c3929a32107dcb09caf1ec45
Author: Antony Riakiotakis
Date:   Wed Aug 27 19:15:14 2014 +0200
Branches: master
https://developer.blender.org/rB63b981bf9bae1ad6c3929a32107dcb09caf1ec45

Changing render engine now refreshes the texture paint display better.

Also avoid looping over all objects for texture paint checks when a
material changes, only check active object.

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

M       source/blender/blenkernel/BKE_material.h
M       source/blender/blenkernel/intern/depsgraph.c
M       source/blender/blenkernel/intern/material.c
M       source/blender/editors/render/render_update.c

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

diff --git a/source/blender/blenkernel/BKE_material.h 
b/source/blender/blenkernel/BKE_material.h
index 9c85c4e..2f20505 100644
--- a/source/blender/blenkernel/BKE_material.h
+++ b/source/blender/blenkernel/BKE_material.h
@@ -88,7 +88,6 @@ bool object_remove_material_slot(struct Object *ob);
 
 void BKE_texpaint_slot_refresh_cache(struct Scene *scene, struct Material *ma);
 void BKE_texpaint_slots_refresh_object(struct Scene *scene, struct Object *ob);
-void BKE_texpaint_slots_clear(struct Material *ma);
 
 /* rna api */
 void BKE_material_resize_id(struct ID *id, short totcol, bool do_id_user);
diff --git a/source/blender/blenkernel/intern/depsgraph.c 
b/source/blender/blenkernel/intern/depsgraph.c
index 895e542..eecc04c 100644
--- a/source/blender/blenkernel/intern/depsgraph.c
+++ b/source/blender/blenkernel/intern/depsgraph.c
@@ -2497,12 +2497,11 @@ static void dag_id_flush_update(Main *bmain, Scene 
*sce, ID *id)
                }
 
                if (ELEM(idtype, ID_MA, ID_TE)) {
-                       for (obt = bmain->object.first; obt; obt = 
obt->id.next) {
-                               if (obt->mode & OB_MODE_TEXTURE_PAINT) {
-                                       obt->recalc |= OB_RECALC_DATA;
-                                       BKE_texpaint_slots_refresh_object(sce, 
obt);
-                                       lib_id_recalc_data_tag(bmain, &obt->id);
-                               }
+                       obt = sce->basact ? sce->basact->object : NULL;
+                       if (obt && obt->mode & OB_MODE_TEXTURE_PAINT) {
+                               obt->recalc |= OB_RECALC_DATA;
+                               BKE_texpaint_slots_refresh_object(sce, obt);
+                               lib_id_recalc_data_tag(bmain, &obt->id);
                        }
                }
 
diff --git a/source/blender/blenkernel/intern/material.c 
b/source/blender/blenkernel/intern/material.c
index 81b93a4..7565703 100644
--- a/source/blender/blenkernel/intern/material.c
+++ b/source/blender/blenkernel/intern/material.c
@@ -1307,19 +1307,6 @@ bool object_remove_material_slot(Object *ob)
        return true;
 }
 
-void BKE_texpaint_slots_clear(struct Material *ma)
-{
-
-       if (ma->texpaintslot) {
-               MEM_freeN(ma->texpaintslot);
-               ma->texpaintslot = NULL;
-       }
-       ma->tot_slots = 0;
-       ma->paint_active_slot = 0;
-       ma->paint_clone_slot = 0;
-}
-
-
 static bool get_mtex_slot_valid_texpaint(struct MTex *mtex)
 {
        return (mtex && (mtex->texco == TEXCO_UV) &&
diff --git a/source/blender/editors/render/render_update.c 
b/source/blender/editors/render/render_update.c
index 8a034fd..6b58d3d 100644
--- a/source/blender/editors/render/render_update.c
+++ b/source/blender/editors/render/render_update.c
@@ -177,12 +177,11 @@ void ED_render_engine_changed(Main *bmain)
        for (scene = bmain->scene.first; scene; scene = scene->id.next)
                ED_render_id_flush_update(bmain, &scene->id);
 
-       /* reset texture painting */
-       for (ma = bmain->mat.first; ma; ma = ma->id.next) {
-               if (ma->texpaintslot) {
-                       BKE_texpaint_slots_clear(ma);
-                       DAG_id_tag_update(&ma->id, 0);
-               }
+       /* reset texture painting. Sending one dependency graph signal for any 
material should
+        * refresh any texture slots */
+       ma = bmain->mat.first;
+       if (ma) {
+               DAG_id_tag_update(&ma->id, 0);
        }
 }

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