diff options
author | Campbell Barton <ideasman42@gmail.com> | 2013-02-17 08:35:50 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2013-02-17 08:35:50 +0400 |
commit | 00f48914f32f9df4266ff73550a0f80a085baa32 (patch) | |
tree | f25e7e18f36960adc154569164cc75d75dab8904 /source/blender/blenkernel/intern | |
parent | 2e0017efd4d6858a1d4d78dc5e72fdd2f1aafaa9 (diff) |
code cleanup: missed r54603, arg reordering.
Diffstat (limited to 'source/blender/blenkernel/intern')
-rw-r--r-- | source/blender/blenkernel/intern/object.c | 5 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/scene.c | 2 |
2 files changed, 4 insertions, 3 deletions
diff --git a/source/blender/blenkernel/intern/object.c b/source/blender/blenkernel/intern/object.c index ef3c98ee3f4..b810aa89257 100644 --- a/source/blender/blenkernel/intern/object.c +++ b/source/blender/blenkernel/intern/object.c @@ -2631,7 +2631,8 @@ int BKE_object_parent_loop_check(const Object *par, const Object *ob) /* the main object update call, for object matrix, constraints, keys and displist (modifiers) */ /* requires flags to be set! */ /* Ideally we shouldn't have to pass the rigid body world, but need bigger restructuring to avoid id */ -void BKE_object_handle_update_ex(Scene *scene, RigidBodyWorld *rbw, Object *ob) +void BKE_object_handle_update_ex(Scene *scene, Object *ob, + RigidBodyWorld *rbw) { if (ob->recalc & OB_RECALC_ALL) { /* speed optimization for animation lookups */ @@ -2833,7 +2834,7 @@ void BKE_object_handle_update_ex(Scene *scene, RigidBodyWorld *rbw, Object *ob) */ void BKE_object_handle_update(Scene *scene, Object *ob) { - BKE_object_handle_update_ex(scene, NULL, ob); + BKE_object_handle_update_ex(scene, ob, NULL); } void BKE_object_sculpt_modifiers_changed(Object *ob) diff --git a/source/blender/blenkernel/intern/scene.c b/source/blender/blenkernel/intern/scene.c index 6dba03ce22d..279c321d371 100644 --- a/source/blender/blenkernel/intern/scene.c +++ b/source/blender/blenkernel/intern/scene.c @@ -1125,7 +1125,7 @@ static void scene_update_tagged_recursive(Main *bmain, Scene *scene, Scene *scen for (base = scene->base.first; base; base = base->next) { Object *ob = base->object; - BKE_object_handle_update_ex(scene_parent, scene->rigidbody_world, ob); + BKE_object_handle_update_ex(scene_parent, ob, scene->rigidbody_world); if (ob->dup_group && (ob->transflag & OB_DUPLIGROUP)) group_handle_recalc_and_update(scene_parent, ob, ob->dup_group); |