Commit: 5248f78db47f59094b258e35f3cf18c3979ba62f
Author: Sergey Sharybin
Date:   Wed Feb 11 14:36:06 2015 +0500
Branches: depsgraph_refactor
https://developer.blender.org/rB5248f78db47f59094b258e35f3cf18c3979ba62f

Depsgraph: Fix missing updates in freestyle scenes

The issue was caused by depsgraph not being properly built.

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

M       
source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp

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

diff --git 
a/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp 
b/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
index 70de246..3253634 100644
--- 
a/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
+++ 
b/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
@@ -127,6 +127,7 @@ BlenderStrokeRenderer::BlenderStrokeRenderer(Render *re, 
int render_count) : Str
 
        // Camera
        Object *object_camera = BKE_object_add(freestyle_bmain, 
freestyle_scene, OB_CAMERA);
+       DAG_relations_tag_update(freestyle_bmain);
 
        Camera *camera = (Camera *)object_camera->data;
        camera->type = CAM_ORTHO;
@@ -506,6 +507,7 @@ void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep 
*iStrokeRep) const
                // If still no material, create one
                if (!has_mat) {
                        Material *ma = BKE_material_add(freestyle_bmain, 
"stroke_material");
+                       DAG_relations_tag_update(freestyle_bmain);
                        ma->mode |= MA_VERTEXCOLP;
                        ma->mode |= MA_TRANSP;
                        ma->mode |= MA_SHLESS;
@@ -668,6 +670,7 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup 
*group, bool hasTex)
 {
 #if 0
        Object *object_mesh = BKE_object_add(freestyle_bmain, freestyle_scene, 
OB_MESH);
+       DAG_relations_tag_update(freestyle_bmain);
 #else
        Object *object_mesh = NewMesh();
 #endif
@@ -937,6 +940,7 @@ Object *BlenderStrokeRenderer::NewMesh() const
        ob->lay = 1;
 
        base = BKE_scene_base_add(freestyle_scene, ob);
+       DAG_relations_tag_update(freestyle_bmain);
 #if 0
        BKE_scene_base_deselect_all(scene);
        BKE_scene_base_select(scene, base);

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