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authorDaniel Genrich <daniel.genrich@gmx.net>2012-05-15 17:39:44 +0400
committerDaniel Genrich <daniel.genrich@gmx.net>2012-05-15 17:39:44 +0400
commit9a8f98ddd8bb2c0aeba952807fd753d7f4668a2e (patch)
treec16b97d5bd0c214850f4deb1af3dec9fd7481704
parent715d870beaa7b84556696f9611ee77087959f48e (diff)
Blender Internal Render: Split quads to predictable (vertices 0,1,3) triangles for animated meshes.
This solves problems with collisions beeing rendered different than in viewport.
-rw-r--r--source/blender/blenkernel/BKE_object.h1
-rw-r--r--source/blender/blenkernel/intern/object.c13
-rw-r--r--source/blender/render/intern/source/convertblender.c2
3 files changed, 16 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_object.h b/source/blender/blenkernel/BKE_object.h
index b0ee81f577a..1cdf2ee2e14 100644
--- a/source/blender/blenkernel/BKE_object.h
+++ b/source/blender/blenkernel/BKE_object.h
@@ -151,6 +151,7 @@ struct KeyBlock *BKE_object_insert_shape_key(struct Scene *scene, struct Object
int BKE_object_is_modified(struct Scene *scene, struct Object *ob);
int BKE_object_is_deform_modified(struct Scene *scene, struct Object *ob);
+int BKE_object_is_animated(struct Scene *scene, struct Object *ob);
void BKE_object_relink(struct Object *ob);
diff --git a/source/blender/blenkernel/intern/object.c b/source/blender/blenkernel/intern/object.c
index 2ea832eebaa..9000019ca2a 100644
--- a/source/blender/blenkernel/intern/object.c
+++ b/source/blender/blenkernel/intern/object.c
@@ -3020,6 +3020,19 @@ int BKE_object_is_deform_modified(Scene *scene, Object *ob)
return flag;
}
+/* See if an object is using an animated modifier */
+int BKE_object_is_animated(Scene *scene, Object *ob)
+{
+ ModifierData *md;
+
+ for (md = modifiers_getVirtualModifierList(ob); md; md = md->next)
+ if(modifier_dependsOnTime(md) &&
+ (modifier_isEnabled(scene, md, eModifierMode_Realtime) ||
+ modifier_isEnabled(scene, md, eModifierMode_Render)))
+ return 1;
+ return 0;
+}
+
static void copy_object__forwardModifierLinks(void *UNUSED(userData), Object *UNUSED(ob), ID **idpoin)
{
/* this is copied from ID_NEW; it might be better to have a macro */
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c
index b69f9518c1a..f16c1b5e673 100644
--- a/source/blender/render/intern/source/convertblender.c
+++ b/source/blender/render/intern/source/convertblender.c
@@ -4318,6 +4318,8 @@ static void finalize_render_object(Render *re, ObjectRen *obr, int timeoffset)
/* Baking lets us define a quad split order */
split_quads(obr, re->r.bake_quad_split);
}
+ else if(BKE_object_is_animated(re->scene, ob))
+ split_quads(obr, 1);
else {
if ((re->r.mode & R_SIMPLIFY && re->r.simplify_flag & R_SIMPLE_NO_TRIANGULATE) == 0)
check_non_flat_quads(obr);