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authorLukas Toenne <lukas.toenne@googlemail.com>2012-09-01 15:30:19 +0400
committerLukas Toenne <lukas.toenne@googlemail.com>2012-09-01 15:30:19 +0400
commitcc835e47b0605d51f5cc2793fdcb144dfb5ba3ab (patch)
treeadc664b4215153c64955f6564fb4428398dc14b1 /intern/cycles/render/particles.cpp
parentfda711a85185dc8ff5c399db038853c75c411e51 (diff)
Cycles fix: don't skip particle device update when there are no particle systems. The device texture always contains at least one dummy particle in case particle info node is used for non-instance objects, this must be initialized in any case.
Diffstat (limited to 'intern/cycles/render/particles.cpp')
-rw-r--r--intern/cycles/render/particles.cpp3
1 files changed, 0 insertions, 3 deletions
diff --git a/intern/cycles/render/particles.cpp b/intern/cycles/render/particles.cpp
index 5ddd1e6c798..9f951d9673f 100644
--- a/intern/cycles/render/particles.cpp
+++ b/intern/cycles/render/particles.cpp
@@ -100,9 +100,6 @@ void ParticleSystemManager::device_update(Device *device, DeviceScene *dscene, S
device_free(device, dscene);
- if(scene->particle_systems.size() == 0)
- return;
-
progress.set_status("Updating Particle Systems", "Copying Particles to device");
device_update_particles(device, dscene, scene, progress);