From 9a8f98ddd8bb2c0aeba952807fd753d7f4668a2e Mon Sep 17 00:00:00 2001 From: Daniel Genrich Date: Tue, 15 May 2012 13:39:44 +0000 Subject: 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. --- source/blender/blenkernel/BKE_object.h | 1 + 1 file changed, 1 insertion(+) (limited to 'source/blender/blenkernel/BKE_object.h') diff --git a/source/blender/blenkernel/BKE_object.h b/source/blender/blenkernel/BKE_object.h index b0ee81f577a..1cdf2ee2e14 100644 --- a/source/blender/blenkernel/BKE_object.h +++ b/source/blender/blenkernel/BKE_object.h @@ -151,6 +151,7 @@ struct KeyBlock *BKE_object_insert_shape_key(struct Scene *scene, struct Object int BKE_object_is_modified(struct Scene *scene, struct Object *ob); int BKE_object_is_deform_modified(struct Scene *scene, struct Object *ob); +int BKE_object_is_animated(struct Scene *scene, struct Object *ob); void BKE_object_relink(struct Object *ob); -- cgit v1.2.3