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authorSergey Sharybin <sergey.vfx@gmail.com>2018-02-02 14:00:25 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2018-02-02 14:05:11 +0300
commit37beac8eb823bd81b411426bfc8718639577b179 (patch)
tree151f4011a962ef70f779c986f31259660a9f9a3a /source/blender/depsgraph/intern/builder/deg_builder_relations.h
parentc4a19e988bb4a1fb31e39cdcff52af9e7b91439f (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.h5
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,