void start_batches(ArrayList<BatchRenderJob*> *jobs);
// The batches are processed in the foreground in non interactive mode.
void start_batches(ArrayList<BatchRenderJob*> *jobs,
void start_batches(ArrayList<BatchRenderJob*> *jobs);
// The batches are processed in the foreground in non interactive mode.
void start_batches(ArrayList<BatchRenderJob*> *jobs,
// force asset parameters regardless of window
// This should be integrated into the Asset Class.
static int check_asset(EDL *edl, Asset &asset);
// force asset parameters regardless of window
// This should be integrated into the Asset Class.
static int check_asset(EDL *edl, Asset &asset);
-// Fix strategy to conform with using renderfarm.
- static int fix_strategy(int strategy, int use_renderfarm);
+// strategy to conform with using renderfarm.
+ static int get_strategy(int use_renderfarm, int use_labels);
+ int get_strategy();
// Force filename to have a 0 padded number if rendering to a list.
int check_numbering(Asset &asset);
static void create_filename(char *path,
// Force filename to have a 0 padded number if rendering to a list.
int check_numbering(Asset &asset);
static void create_filename(char *path,
// Background compression must be disabled when direct frame copying and reenabled afterwards
int direct_frame_copying;
// Background compression must be disabled when direct frame copying and reenabled afterwards
int direct_frame_copying;
Preferences *preferences;
VFrame *compressed_output;
MainProgressBar *progress;
Preferences *preferences;
VFrame *compressed_output;
MainProgressBar *progress;
PlayableTracks *playable_tracks;
PackageDispatcher *packages;
Mutex *package_lock, *counter_lock;
PlayableTracks *playable_tracks;
PackageDispatcher *packages;
Mutex *package_lock, *counter_lock;
int range_type;
// Total selection to render in seconds
double total_start, total_end;
int range_type;
// Total selection to render in seconds
double total_start, total_end;