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authorCampbell Barton <ideasman42@gmail.com>2010-10-28 14:12:57 +0400
committerCampbell Barton <ideasman42@gmail.com>2010-10-28 14:12:57 +0400
commitb7c8df231bd04b17b1e7b9965d247b7b62fa06d2 (patch)
treee2b07d00b7b33466b106baafc5495d7e8d85bcee /source/blender/makesdna/DNA_action_types.h
parentab404a0f6643b2fe09744a20bcfb3f448082240d (diff)
partial bugfix [#24425] Blender 2.54 Beta crashes when starting rendering
Fix for one of the causes of crashing. Applying armature deform wasn't thread safe since the pose bones had deform data written into them when deforming a mesh. This fixes crashing immediately, on every render for me but blender still crashes calculating the subsurf sometimes.
Diffstat (limited to 'source/blender/makesdna/DNA_action_types.h')
-rw-r--r--source/blender/makesdna/DNA_action_types.h13
1 files changed, 4 insertions, 9 deletions
diff --git a/source/blender/makesdna/DNA_action_types.h b/source/blender/makesdna/DNA_action_types.h
index f7bbf9235ab..6f6e4978cfc 100644
--- a/source/blender/makesdna/DNA_action_types.h
+++ b/source/blender/makesdna/DNA_action_types.h
@@ -203,12 +203,10 @@ typedef struct bPoseChannel {
struct bPoseChannel *child; /* set on read file or rebuild pose, the 'ik' child, for b-bones */
struct ListBase iktree; /* only while evaluating pose */
- /* only while deform, stores precalculated b_bone deform mats,
- dual quaternions */
- void *b_bone_mats;
- void *dual_quat;
- void *b_bone_dual_quats;
-
+ bMotionPath *mpath; /* motion path cache for this bone */
+ struct Object *custom; /* draws custom object instead of default bone shape */
+ struct bPoseChannel *custom_tx; /* odd feature, display with another bones transform. needed in rare cases for advanced rigs, since the alternative is highly complicated - campbell */
+
/* transforms - written in by actions or transform */
float loc[3];
float size[3];
@@ -234,9 +232,6 @@ typedef struct bPoseChannel {
float iklinweight; /* weight of joint stretch constraint */
float *path; /* totpath x 3 x float */ // XXX depreceated... old animation system (armature only viz)
- bMotionPath *mpath; /* motion path cache for this bone */
- struct Object *custom; /* draws custom object instead of default bone shape */
- struct bPoseChannel *custom_tx; /* odd feature, display with another bones transform. needed in rare cases for advanced rigs, since the alternative is highly complicated - campbell */
} bPoseChannel;