diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2018-02-02 14:00:25 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2018-02-02 14:05:11 +0300 |
commit | 37beac8eb823bd81b411426bfc8718639577b179 (patch) | |
tree | 151f4011a962ef70f779c986f31259660a9f9a3a /source/blender/depsgraph/intern/builder/deg_builder_relations.h | |
parent | c4a19e988bb4a1fb31e39cdcff52af9e7b91439f (diff) |
Fix missing group duplicated by hair in render
Was happening when viewport visibility on the particle system is disabled.
This became an issue after c45afcf, but the actual issue goes a bit deeper
and the following aspects were involved:
- Relations builder for particle system was ignoring particle system if
it's visibility is not enabled for viewport. This is something what
shouldn't have been done -- depsgraph relations are supposed to be the
same no matter if it's viewport or render.
- Relation builder was only dealing with duplication set to object, but
was ignoring group duplication.
This is technically a regression in 2.79a-RC as well, so would need to
backport this fix to the branch after extra testing is done here in the
studio.
Diffstat (limited to 'source/blender/depsgraph/intern/builder/deg_builder_relations.h')
-rw-r--r-- | source/blender/depsgraph/intern/builder/deg_builder_relations.h | 5 |
1 files changed, 4 insertions, 1 deletions
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_relations.h b/source/blender/depsgraph/intern/builder/deg_builder_relations.h index aa55b9f66ae..aa8dc2a4982 100644 --- a/source/blender/depsgraph/intern/builder/deg_builder_relations.h +++ b/source/blender/depsgraph/intern/builder/deg_builder_relations.h @@ -66,11 +66,11 @@ struct bNodeTree; struct Object; struct bPoseChannel; struct bConstraint; +struct ParticleSystem; struct Scene; struct Tex; struct World; struct EffectorWeights; -struct ParticleSystem; struct PropertyRNA; @@ -216,6 +216,9 @@ struct DepsgraphRelationBuilder void build_world(World *world); void build_rigidbody(Scene *scene); void build_particles(Object *object); + void build_particles_visualization_object(Object *object, + ParticleSystem *psys, + Object *draw_object); void build_cloth(Object *object, ModifierData *md); void build_ik_pose(Object *object, bPoseChannel *pchan, |