void start_batches(ArrayList<BatchRenderJob*> *jobs);
// The batches are processed in the foreground in non interactive mode.
void start_batches(ArrayList<BatchRenderJob*> *jobs,
- BC_Hash *boot_defaults,
- Preferences *preferences);
+ BC_Hash *boot_defaults, Preferences *batch_prefs);
// Called by BatchRender to stop the operation.
void stop_operation();
BC_Window* new_gui();
// 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,
void start_progress();
void stop_progress();
+ void show_progress();
// Procedure the run function should use.
int mode;
// Background compression must be disabled when direct frame copying and reenabled afterwards
int direct_frame_copying;
-// Copy of mwindow preferences or pointer to another preferences object
Preferences *preferences;
VFrame *compressed_output;
MainProgressBar *progress;
PlayableTracks *playable_tracks;
PackageDispatcher *packages;
Mutex *package_lock, *counter_lock;
- int strategy;
+ int use_labels;
int range_type;
// Total selection to render in seconds
double total_start, total_end;