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author | Daniel Genrich <daniel.genrich@gmx.net> | 2012-05-15 17:39:44 +0400 |
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committer | Daniel Genrich <daniel.genrich@gmx.net> | 2012-05-15 17:39:44 +0400 |
commit | 9a8f98ddd8bb2c0aeba952807fd753d7f4668a2e (patch) | |
tree | c16b97d5bd0c214850f4deb1af3dec9fd7481704 /source/blender/render | |
parent | 715d870beaa7b84556696f9611ee77087959f48e (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.c | 2 |
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); |