diff options
author | Lukas Toenne <lukas.toenne@googlemail.com> | 2012-08-31 21:27:08 +0400 |
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committer | Lukas Toenne <lukas.toenne@googlemail.com> | 2012-08-31 21:27:08 +0400 |
commit | f0d247748408bd10f49c54d3a28a925e37683c4b (patch) | |
tree | b47851a73399e6b30c501550ec9024897d65c186 /intern/cycles/blender/blender_object.cpp | |
parent | 5ecff7a240514e8f16e17aa163c6f0055b9edaf2 (diff) |
Fix for #32184 and redesign of particle storage in Cycles.
The particle data used by the Particle Info node was stored in cycles as a list in each object. This is a problem when the particle emitter mesh is hidden: Objects in cycles are only intended as instances of renderable meshes, so when hiding the emitter mesh the particle data doesn't get stored either. Also the particle data can potentially be copied to multiple instances of the same object, which is a waste of texture space.
The solution in this patch is to make a completely separate list of particle systems in the Cycles scene data. This way the particle data can be generated even when the emitter object itself is not visible.
Diffstat (limited to 'intern/cycles/blender/blender_object.cpp')
-rw-r--r-- | intern/cycles/blender/blender_object.cpp | 9 |
1 files changed, 1 insertions, 8 deletions
diff --git a/intern/cycles/blender/blender_object.cpp b/intern/cycles/blender/blender_object.cpp index eb9cc7bc4de..297ce5363ca 100644 --- a/intern/cycles/blender/blender_object.cpp +++ b/intern/cycles/blender/blender_object.cpp @@ -247,11 +247,8 @@ void BlenderSync::sync_object(BL::Object b_parent, int b_index, BL::Object b_ob, scene->object_manager->tag_update(scene); } - /* updated dupli objects require particle sync */ - bool need_particle_update = object_need_particle_update(b_ob); - /* object sync */ - if(object_updated || (object->mesh && object->mesh->need_update) || need_particle_update) { + if(object_updated || (object->mesh && object->mesh->need_update)) { object->name = b_ob.name().c_str(); object->pass_id = b_ob.pass_index(); object->tfm = tfm; @@ -277,10 +274,6 @@ void BlenderSync::sync_object(BL::Object b_parent, int b_index, BL::Object b_ob, object->particle_id = particle_id; - /* particle sync */ - if (need_particle_update) - sync_particles(object, b_ob); - object->tag_update(scene); } } |