Made static particles working with a deformed Mesh, both for Lattice as
for Armature. Note: only works for subsurfed Mesh now! Change in drawobject.c: Halo option on subsurf Mesh now draws points. but using the original vertices...
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@@ -1354,7 +1354,9 @@ void effects_panel_effects(Object *ob)
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paf= (PartEff *)eff;
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uiDefBut(block, BUT, B_RECALCAL, "RecalcAll", 741,187,67,27, 0, 0, 0, 0, 0, "Update the particle system");
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uiDefButS(block, TOG|BIT|2, B_CALCEFFECT, "Static", 825,187,67,27, &paf->flag, 0, 0, 0, 0, "Make static particles");
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uiDefButS(block, TOG|BIT|2, B_CALCEFFECT, "Static", 825,187,67,27, &paf->flag, 0, 0, 0, 0, "Make static particles (deform only works with SubSurf)");
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if(paf->flag & PAF_STATIC)
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uiDefButS(block, TOG|BIT|4, B_DIFF, "Animated",825,167,67,20, &paf->flag, 0, 0, 0, 0, "Static particles are recalculated each rendered frame");
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uiBlockBeginAlign(block);
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uiDefButI(block, NUM, B_CALCEFFECT, "Tot:", 550,146,91,20, &paf->totpart, 1.0, 100000.0, 0, 0, "Set the total number of particles");
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