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authorJanne Karhu <jhkarh@gmail.com>2011-07-10 21:04:56 +0400
committerJanne Karhu <jhkarh@gmail.com>2011-07-10 21:04:56 +0400
commitde7592b48900221844fa8d687e9d850294c90746 (patch)
treedcd7847e24b53d32593ed4ad40c3e149714f0dcd /source/blender/blenkernel/intern/boids.c
parentb62a956cc8c9402880d249d0a70c880af5813bc3 (diff)
Fix for [#26873] Animated displacement modifier on an object doesn't work with hair particle objects
* Noise is now considered an animated texture as it changes with every frame * Converted a few places in particles code to use the particle system's own random table instead of BLI_frand.
Diffstat (limited to 'source/blender/blenkernel/intern/boids.c')
-rw-r--r--source/blender/blenkernel/intern/boids.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/blenkernel/intern/boids.c b/source/blender/blenkernel/intern/boids.c
index 9f808704eee..a0f38e675f9 100644
--- a/source/blender/blenkernel/intern/boids.c
+++ b/source/blender/blenkernel/intern/boids.c
@@ -937,6 +937,7 @@ void boid_brain(BoidBrainData *bbd, int p, ParticleData *pa)
BoidValues val;
BoidState *state = get_boid_state(boids, pa);
BoidParticle *bpa = pa->boid;
+ ParticleSystem *psys = bbd->sim->psys;
int rand;
//BoidCondition *cond;
@@ -959,9 +960,8 @@ void boid_brain(BoidBrainData *bbd, int p, ParticleData *pa)
bbd->wanted_co[0]=bbd->wanted_co[1]=bbd->wanted_co[2]=bbd->wanted_speed=0.0f;
/* create random seed for every particle & frame */
- BLI_srandom(bbd->sim->psys->seed + p);
- rand = BLI_rand();
- BLI_srandom((int)bbd->cfra + rand);
+ rand = (int)(PSYS_FRAND(psys->seed + p) * 1000);
+ rand = (int)(PSYS_FRAND((int)bbd->cfra + rand) * 1000);
set_boid_values(&val, bbd->part->boids, pa);