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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2010-03-26 13:52:55 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2010-03-26 13:52:55 +0300
commit666cca69e90bf1f5c1bfb5a6582c56c2e8311f04 (patch)
tree5d467cc4e8e6163f094353369783c79ccc4b59d9 /source/blender/blenkernel/intern/implicit.c
parent05b1f00858313930b8a850aff6349bb6ab68efff (diff)
Cloth simulation can now use a group to specify which objects
to collide with, in addition to the effectors group. (commit 27746 by Brecht from render25 branch)
Diffstat (limited to 'source/blender/blenkernel/intern/implicit.c')
-rw-r--r--source/blender/blenkernel/intern/implicit.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/intern/implicit.c b/source/blender/blenkernel/intern/implicit.c
index b4fb34d8464..c625fb28840 100644
--- a/source/blender/blenkernel/intern/implicit.c
+++ b/source/blender/blenkernel/intern/implicit.c
@@ -1422,7 +1422,7 @@ static void hair_velocity_smoothing(ClothModifierData *clmd, lfVector *lF, lfVec
/* 10x10x10 grid gives nice initial results */
HairGridVert grid[10][10][10];
HairGridVert colg[10][10][10];
- ListBase *colliders = get_collider_cache(clmd->scene, NULL);
+ ListBase *colliders = get_collider_cache(clmd->scene, NULL, NULL);
ColliderCache *col = NULL;
float gmin[3], gmax[3], density;
/* 2.0f is an experimental value that seems to give good results */