Particle object and group visualization now also work for hair, to
make for example feathers. Also made dupliparts work within groups. One issue still is that in particle editmode, the duplis can interfere with brushes and selection, though tweaking the dupli object position can alleviate the problem.
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@@ -3580,8 +3580,8 @@ static void draw_particle_edit(Object *ob, ParticleSystem *psys)
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if(psys->childcache==0)
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psys_cache_child_paths(ob, psys, CFRA, 0);
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}
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else if(psys->childcache)
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free_child_path_cache(psys);
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else if(!(pset->flag & PE_SHOW_CHILD) && psys->childcache)
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free_child_path_cache(psys);
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if((G.vd->flag & V3D_ZBUF_SELECT)==0)
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glDisable(GL_DEPTH_TEST);
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@@ -3625,13 +3625,14 @@ static void draw_particle_edit(Object *ob, ParticleSystem *psys)
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}
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glEnable(GL_LIGHTING);
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if(psys->part->draw_as == PART_DRAW_PATH) {
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for(i=0, path=psys->childcache; i<totchild; i++,path++){
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glVertexPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), (*path)->co);
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glNormalPointer(GL_FLOAT, sizeof(ParticleCacheKey), (*path)->vel);
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glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), (*path)->col);
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for(i=0, path=psys->childcache; i<totchild; i++,path++){
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glVertexPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), (*path)->co);
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glNormalPointer(GL_FLOAT, sizeof(ParticleCacheKey), (*path)->vel);
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glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), (*path)->col);
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glDrawArrays(GL_LINE_STRIP, 0, (int)(*path)->steps + 1);
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glDrawArrays(GL_LINE_STRIP, 0, (int)(*path)->steps + 1);
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}
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}
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glDisable(GL_COLOR_MATERIAL);
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