diff options
Diffstat (limited to 'source/blender/blenkernel/intern/softbody.c')
-rw-r--r-- | source/blender/blenkernel/intern/softbody.c | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c index 607f89699a4..dc5b77a1bf4 100644 --- a/source/blender/blenkernel/intern/softbody.c +++ b/source/blender/blenkernel/intern/softbody.c @@ -1647,7 +1647,7 @@ static void scan_for_ext_spring_forces(Scene *scene, Object *ob, float timenow) SoftBody *sb = ob->soft; ListBase *do_effector = NULL; - do_effector = pdInitEffectors(scene, ob, NULL, sb->effector_weights, true); + do_effector = pdInitEffectors(scene, ob, NULL, sb->effector_weights); _scan_for_ext_spring_forces(scene, ob, timenow, 0, sb->totspring, do_effector); pdEndEffectors(&do_effector); } @@ -1667,7 +1667,7 @@ static void sb_sfesf_threads_run(Scene *scene, struct Object *ob, float timenow, int i, totthread, left, dec; int lowsprings =100; /* wild guess .. may increase with better thread management 'above' or even be UI option sb->spawn_cf_threads_nopts */ - do_effector= pdInitEffectors(scene, ob, NULL, ob->soft->effector_weights, true); + do_effector= pdInitEffectors(scene, ob, NULL, ob->soft->effector_weights); /* figure the number of threads while preventing pretty pointless threading overhead */ totthread= BKE_scene_num_threads(scene); @@ -2475,7 +2475,7 @@ static void softbody_calc_forcesEx(Scene *scene, Object *ob, float forcetime, fl sb_sfesf_threads_run(scene, ob, timenow, sb->totspring, NULL); /* after spring scan because it uses Effoctors too */ - do_effector= pdInitEffectors(scene, ob, NULL, sb->effector_weights, true); + do_effector= pdInitEffectors(scene, ob, NULL, sb->effector_weights); if (do_deflector) { float defforce[3]; @@ -2550,7 +2550,7 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa if (do_springcollision || do_aero) scan_for_ext_spring_forces(scene, ob, timenow); /* after spring scan because it uses Effoctors too */ - do_effector= pdInitEffectors(scene, ob, NULL, ob->soft->effector_weights, true); + do_effector= pdInitEffectors(scene, ob, NULL, ob->soft->effector_weights); if (do_deflector) { float defforce[3]; |