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...
This commit is contained in:
2004-07-03 18:39:19 +00:00
parent cbe7471905
commit b2d7f47b81
6 changed files with 139 additions and 106 deletions

View File

@@ -1354,7 +1354,9 @@ void effects_panel_effects(Object *ob)
paf= (PartEff *)eff;
uiDefBut(block, BUT, B_RECALCAL, "RecalcAll", 741,187,67,27, 0, 0, 0, 0, 0, "Update the particle system");
uiDefButS(block, TOG|BIT|2, B_CALCEFFECT, "Static", 825,187,67,27, &paf->flag, 0, 0, 0, 0, "Make static particles");
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)");
if(paf->flag & PAF_STATIC)
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");
uiBlockBeginAlign(block);
uiDefButI(block, NUM, B_CALCEFFECT, "Tot:", 550,146,91,20, &paf->totpart, 1.0, 100000.0, 0, 0, "Set the total number of particles");