diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2015-03-13 09:48:04 +0300 |
---|---|---|
committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2015-03-13 10:03:23 +0300 |
commit | aa4cb95a5c8569704f166cfd6d8f65606502ea40 (patch) | |
tree | 3b3e99d9cc87222e632b071f1adc207452825ba1 /source/blender/modifiers/intern/MOD_smoke.c | |
parent | 1cac8c23b5fdf151accaad8c785629f7495af5e5 (diff) |
Pass proper bmain to the updateDepgraph() of modifiers
This is mainly to make physics modifiers being able to work
with it. For other cases this main is not needed.
Diffstat (limited to 'source/blender/modifiers/intern/MOD_smoke.c')
-rw-r--r-- | source/blender/modifiers/intern/MOD_smoke.c | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/modifiers/intern/MOD_smoke.c b/source/blender/modifiers/intern/MOD_smoke.c index deee52da75f..74409498ca3 100644 --- a/source/blender/modifiers/intern/MOD_smoke.c +++ b/source/blender/modifiers/intern/MOD_smoke.c @@ -47,7 +47,6 @@ #include "BKE_cdderivedmesh.h" -#include "BKE_global.h" #include "BKE_library.h" #include "BKE_main.h" #include "BKE_modifier.h" @@ -175,6 +174,7 @@ static void update_depsgraph_field_source_object(DagForest *forest, } static void updateDepgraph(ModifierData *md, DagForest *forest, + struct Main *bmain, struct Scene *scene, struct Object *ob, DagNode *obNode) { @@ -212,7 +212,7 @@ static void updateDepgraph(ModifierData *md, DagForest *forest, } } else { - BKE_main_id_tag_listbase(&G.main->object, true); + BKE_main_id_tag_listbase(&bmain->object, true); base = scene->base.first; for (; base; base = base->next) { update_depsgraph_flow_coll_object(forest, obNode, base->object); @@ -220,7 +220,7 @@ static void updateDepgraph(ModifierData *md, DagForest *forest, } /* add relation to all "smoke flow" force fields */ base = scene->base.first; - BKE_main_id_tag_listbase(&G.main->object, true); + BKE_main_id_tag_listbase(&bmain->object, true); for (; base; base = base->next) { update_depsgraph_field_source_object(forest, obNode, ob, base->object); } |