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authorSergey Sharybin <sergey.vfx@gmail.com>2013-07-15 18:47:58 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2013-07-15 18:47:58 +0400
commit1dd7156c4c1d6a62f17fb6621ec3dc31297ba54a (patch)
treef135c227e6ebecee7c44b80aeb55ec0799441f01 /source/blender/editors/physics
parent86ba5c4fc5fd0ae1f1c8610a81026d939fb68404 (diff)
Fix #36058: Displace Modifier errors using a baked Image and displace baking inconsistency between 2.67/2.68RC and previous versions
This was in fact really nasty bug, caused by multitex_nodes function using global variable R (which is a copy of current renderer). this variable is not initialized to anything meaningful for until first rendering (preview or final) happened. Since multitex_nodes might be used outside of render pipeline, made it so whether CM is on or off as an argument to functions multitex_ext_safe and multitex_ext. Now multitex_nodes() is only shall be used for stuff happening from render pipeline! Also needed to make some changes to other places, so all the usages of texture sampling knows for the fact whether CM is on or off. And one more change is related on behavior of dispalcement, wave, warp, weightvg modifiers and smoke. They'll be always using CM off since texture is used for influence, not for color. It's rather bigger patch, but it's mostly straightforward changes, which we really need to be done. Reviewed by Brecht, thanks!
Diffstat (limited to 'source/blender/editors/physics')
-rw-r--r--source/blender/editors/physics/dynamicpaint_ops.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/physics/dynamicpaint_ops.c b/source/blender/editors/physics/dynamicpaint_ops.c
index 9634acd701a..5cb74e1ca09 100644
--- a/source/blender/editors/physics/dynamicpaint_ops.c
+++ b/source/blender/editors/physics/dynamicpaint_ops.c
@@ -294,7 +294,7 @@ static int dynamicPaint_bakeImageSequence(bContext *C, DynamicPaintSurface *surf
ED_update_for_newframe(CTX_data_main(C), scene, 1);
/* Init surface */
- if (!dynamicPaint_createUVSurface(surface)) return 0;
+ if (!dynamicPaint_createUVSurface(scene, surface)) return 0;
/* Loop through selected frames */
for (frame = surface->start_frame; frame <= surface->end_frame; frame++) {