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authorKent Mein <mein@cs.umn.edu>2004-01-22 18:45:42 +0300
committerKent Mein <mein@cs.umn.edu>2004-01-22 18:45:42 +0300
commit4e9ac81f779e86274549ef9fb5780afbbd91a75b (patch)
treec3d2db0cb7e476885e585d99f741f7488efe4644 /source/blender/blenkernel/BKE_effect.h
parentd4fc04f76a5e6e26aadaddee7debf5416a25bc8d (diff)
I modified it so that the particles on a face's position are affected
by the seed variable. Requested by S68. Basically they move slightly when you change the seed. Might be a good idea to split this up so there are two seed options in a particle effect, however there are already quite a bit of them so I opted for this. Kent
Diffstat (limited to 'source/blender/blenkernel/BKE_effect.h')
-rw-r--r--source/blender/blenkernel/BKE_effect.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/blenkernel/BKE_effect.h b/source/blender/blenkernel/BKE_effect.h
index cb3abf9d182..17cabf0c390 100644
--- a/source/blender/blenkernel/BKE_effect.h
+++ b/source/blender/blenkernel/BKE_effect.h
@@ -56,8 +56,8 @@ struct PartEff *give_parteff(struct Object *ob);
void where_is_particle(struct PartEff *paf, struct Particle *pa, float ctime, float *vec);
void particle_tex(struct MTex *mtex, struct PartEff *paf, float *co, float *no);
void make_particle_keys(int depth, int nr, struct PartEff *paf, struct Particle *part, float *force, int deform, struct MTex *mtex);
-void init_mv_jit(float *jit, int num);
-void give_mesh_mvert(struct Mesh *me, int nr, float *co, short *no);
+void init_mv_jit(float *jit, int num,float seed2);
+void give_mesh_mvert(struct Mesh *me, int nr, float *co, short *no,float seed2);
void build_particle_system(struct Object *ob);
void calc_wave_deform(struct WaveEff *wav, float ctime, float *co);
void object_wave(struct Object *ob);