Age | Commit message (Collapse) | Author |
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This is a second attempt to get the crash fixed. The original fix
worked, but it was reverted by d3e0d7f0825.
Now the logic goes as:
- All pointers which we can not have shared (the ones which are
owned by the runtime) are cleared.
- The rest of runtime stays untouched.
This seems to be enough to keep particles happy.
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Passing depsgraph instead of scene, since a scene does not fully define the
state of object you want to use for the BVH.
Also, mesh_create_eval_final_view and mesh_create_eval_final_render are pretty
much the same, so mesh_create_eval_no_deform and
mesh_create_eval_no_deform_render are as well.
Issue reported on: T58734
Reviewers: sergey
https://developer.blender.org/D4032
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Seems all the usecases of derived mesh are if-defed already,
so no need to have API for it in place, and definitely no
need to waste CPU ticks on converting evaluated mesh to
derived mesh.
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The new weight paint drawing code converts weight to color
directly in the shader, so the old CD_PREVIEW_MLOOPCOL based
code is not needed anymore.
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Also removed a bunch of unnecessary #include statements from fluidsim.c.
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Also deduplicated the 'mesh as shapekey' code, we had kind of two funcs
doing the same thing here...
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The function definitions still reside in DerivedMesh.c. Once we're done
porting all the DerivedMesh use to Mesh, we'll move the still-relevant
functions to mesh_runtime.c. This move is now cumbersome due to shared
statically-declared utility functions in DerivedMesh.c
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