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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 /source/blender/blenkernel/BKE_object.h
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.
Diffstat (limited to 'source/blender/blenkernel/BKE_object.h')
-rw-r--r--source/blender/blenkernel/BKE_object.h1
1 files changed, 1 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);