Particles were fully recalculated each time on frame advance, when they
had an animation itself (like Ipo). Was not needed for dynamic particles.
This commit is contained in:
Ton Roosendaal 2006-04-02 17:44:14 +00:00
parent 0e01b351fe
commit 04a7653412
2 changed files with 4 additions and 1 deletions

@ -1610,8 +1610,10 @@ static void dag_object_time_update_flags(Object *ob)
if(eff->type==EFF_WAVE) if(eff->type==EFF_WAVE)
ob->recalc |= OB_RECALC_DATA; ob->recalc |= OB_RECALC_DATA;
if(paf && paf->keys==NULL) else if(paf && paf->keys==NULL)
ob->recalc |= OB_RECALC_DATA; ob->recalc |= OB_RECALC_DATA;
else if((paf->flag & PAF_STATIC)==0)
ob->recalc &= ~OB_RECALC; /* NOTE! this is because particles are baked... depsgraph doesnt understand it */
} }
if((ob->fluidsimFlag & OB_FLUIDSIM_ENABLE) && (ob->fluidsimSettings)) { if((ob->fluidsimFlag & OB_FLUIDSIM_ENABLE) && (ob->fluidsimSettings)) {
// fluidsimSettings might not be initialized during load... // fluidsimSettings might not be initialized during load...

@ -486,6 +486,7 @@ void do_info_buttons(unsigned short event)
if(G.f & G_VERTEXPAINT) set_vpaint(); /* Switch off vertex paint */ if(G.f & G_VERTEXPAINT) set_vpaint(); /* Switch off vertex paint */
if(G.f & G_TEXTUREPAINT) set_texturepaint(); /* Switch off tex paint */ if(G.f & G_TEXTUREPAINT) set_texturepaint(); /* Switch off tex paint */
if(G.f & G_WEIGHTPAINT) set_wpaint(); /* Switch off weight paint */ if(G.f & G_WEIGHTPAINT) set_wpaint(); /* Switch off weight paint */
if(G.f & G_FACESELECT) set_faceselect(); /* Switch off face select */
/* check all sets */ /* check all sets */
sce1= G.main->scene.first; sce1= G.main->scene.first;