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authorMitchell Stokes <mogurijin@gmail.com>2014-05-10 03:03:54 +0400
committerMitchell Stokes <mogurijin@gmail.com>2014-05-10 03:03:54 +0400
commit087bbe624f6e0de50c409866faa8fce4585808c0 (patch)
treedbf39b755b3834db2ebc857f1c23611852ff3a20 /source/gameengine/Converter/BL_ShapeDeformer.cpp
parentff08acc556d8e40d501522efcbecac68bb8973c6 (diff)
BGE: Fixing shape key animations on meshes with no armature.
Their transverts were not being updated after code changes for multi-threaded skinning.
Diffstat (limited to 'source/gameengine/Converter/BL_ShapeDeformer.cpp')
-rw-r--r--source/gameengine/Converter/BL_ShapeDeformer.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_ShapeDeformer.cpp b/source/gameengine/Converter/BL_ShapeDeformer.cpp
index 8bb9f850bcf..b9b2732276e 100644
--- a/source/gameengine/Converter/BL_ShapeDeformer.cpp
+++ b/source/gameengine/Converter/BL_ShapeDeformer.cpp
@@ -222,6 +222,9 @@ bool BL_ShapeDeformer::Update(void)
if (m_recalcNormal)
RecalcNormals();
#endif
+
+ // We also need to handle transverts now (used to be in BL_SkinDeformer::Apply())
+ UpdateTransverts();
bSkinUpdate = true;
}