Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorDaniel Genrich <daniel.genrich@gmx.net>2012-05-15 17:39:44 +0400
committerDaniel Genrich <daniel.genrich@gmx.net>2012-05-15 17:39:44 +0400
commit9a8f98ddd8bb2c0aeba952807fd753d7f4668a2e (patch)
treec16b97d5bd0c214850f4deb1af3dec9fd7481704 /source/blender/render
parent715d870beaa7b84556696f9611ee77087959f48e (diff)
Blender Internal Render: Split quads to predictable (vertices 0,1,3) triangles for animated meshes.
This solves problems with collisions beeing rendered different than in viewport.
Diffstat (limited to 'source/blender/render')
-rw-r--r--source/blender/render/intern/source/convertblender.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c
index b69f9518c1a..f16c1b5e673 100644
--- a/source/blender/render/intern/source/convertblender.c
+++ b/source/blender/render/intern/source/convertblender.c
@@ -4318,6 +4318,8 @@ static void finalize_render_object(Render *re, ObjectRen *obr, int timeoffset)
/* Baking lets us define a quad split order */
split_quads(obr, re->r.bake_quad_split);
}
+ else if(BKE_object_is_animated(re->scene, ob))
+ split_quads(obr, 1);
else {
if ((re->r.mode & R_SIMPLIFY && re->r.simplify_flag & R_SIMPLE_NO_TRIANGULATE) == 0)
check_non_flat_quads(obr);