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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2013-06-25 02:41:40 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2013-06-25 02:41:40 +0400
commit454d6e020700195b191e6ff109d8ed0eccdf0254 (patch)
tree67e2eb3dce55b031ada08225b38f655a6a0db3f4 /source/blender/blenkernel/BKE_particle.h
parent28dd9c6a40859bf8d707b072174557d37240f162 (diff)
Fix particle hair display percentage not properly getting restored after
rendering. This used to happen in an unneeded frame change update which was removed. For heavy particle systems this could have a bad impact on viewport performance after rendering.
Diffstat (limited to 'source/blender/blenkernel/BKE_particle.h')
-rw-r--r--source/blender/blenkernel/BKE_particle.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_particle.h b/source/blender/blenkernel/BKE_particle.h
index 2b753cba098..56b550a6f5d 100644
--- a/source/blender/blenkernel/BKE_particle.h
+++ b/source/blender/blenkernel/BKE_particle.h
@@ -380,6 +380,8 @@ int psys_particle_dm_face_lookup(struct Object *ob, struct DerivedMesh *dm, int
void reset_particle(struct ParticleSimulationData *sim, struct ParticleData *pa, float dtime, float cfra);
+float psys_get_current_display_percentage(struct ParticleSystem *psys);
+
/* psys_reset */
#define PSYS_RESET_ALL 1
#define PSYS_RESET_DEPSGRAPH 2