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Diffstat (limited to 'source/blender/blenkernel/intern/particle_distribute.c')
-rw-r--r--source/blender/blenkernel/intern/particle_distribute.c17
1 files changed, 9 insertions, 8 deletions
diff --git a/source/blender/blenkernel/intern/particle_distribute.c b/source/blender/blenkernel/intern/particle_distribute.c
index 45aa55a401b..8125024585c 100644
--- a/source/blender/blenkernel/intern/particle_distribute.c
+++ b/source/blender/blenkernel/intern/particle_distribute.c
@@ -909,14 +909,14 @@ static int psys_thread_context_init_distribute(ParticleThreadContext *ctx,
!CustomData_get_layer(&final_mesh->fdata, CD_ORIGINDEX)) {
printf(
"Can't create particles with the current modifier stack, disable destructive modifiers\n");
- // XXX error("Can't paint with the current modifier stack, disable destructive modifiers");
+ // XXX error("Can't paint with the current modifier stack, disable destructive modifiers");
return 0;
}
- /* XXX This distribution code is totally broken in case from == PART_FROM_CHILD, it's always using finaldm
- * even if use_modifier_stack is unset... But making things consistent here break all existing edited
- * hair systems, so better wait for complete rewrite.
- */
+ /* XXX This distribution code is totally broken in case from == PART_FROM_CHILD,
+ * it's always using finaldm even if use_modifier_stack is unset...
+ * But making things consistent here break all existing edited
+ * hair systems, so better wait for complete rewrite. */
psys_thread_context_init(ctx, sim);
@@ -1204,9 +1204,10 @@ static int psys_thread_context_init_distribute(ParticleThreadContext *ctx,
double step, pos;
step = (totpart < 2) ? 0.5 : 1.0 / (double)totpart;
- /* This is to address tricky issues with vertex-emitting when user tries (and expects) exact 1-1 vert/part
- * distribution (see T47983 and its two example files). It allows us to consider pos as
- * 'midpoint between v and v+1' (or 'p and p+1', depending whether we have more vertices than particles or not),
+ /* This is to address tricky issues with vertex-emitting when user tries
+ * (and expects) exact 1-1 vert/part distribution (see T47983 and its two example files).
+ * It allows us to consider pos as 'midpoint between v and v+1'
+ * (or 'p and p+1', depending whether we have more vertices than particles or not),
* and avoid stumbling over float impression in element_sum.
* Note: moved face and volume distribution to this as well (instead of starting at zero),
* for the same reasons, see T52682. */