Some cleanup of particle path drawing logic:

* Path drawing now works for non hair particles.
* Should fix the following bugs too:
  [#21316] Hair weight drawing is wrong
  [#21923] Consistent Crash When Rendering Particle Scene.
  [#21950] Path rendering option for particles causes crash
This commit is contained in:
Janne Karhu
2010-05-30 14:53:26 +00:00
parent 1658a28a58
commit f8ecc3fd2f
7 changed files with 115 additions and 110 deletions

View File

@@ -705,12 +705,6 @@ class PARTICLE_PT_render(ParticleButtonsPanel):
sub = split.column()
sub.prop(part, "velocity_length")
elif part.ren_as == 'PATH':
if part.type != 'HAIR' and part.physics_type != 'KEYED' and (psys.point_cache.baked is False):
box = layout.box()
box.label(text="Baked or keyed particles needed for correct rendering.")
return
sub.prop(part, "render_strand")
subsub = sub.column()
subsub.active = (part.render_strand is False)
@@ -862,11 +856,6 @@ class PARTICLE_PT_draw(ParticleButtonsPanel):
path = (part.ren_as == 'PATH' and part.draw_as == 'RENDER') or part.draw_as == 'PATH'
if path and part.type != 'HAIR' and part.physics_type != 'KEYED' and psys.point_cache.baked is False:
box = layout.box()
box.label(text="Baked or keyed particles needed for correct drawing.")
return
row = layout.row()
row.prop(part, "display", slider=True)
if part.draw_as != 'RENDER' or part.ren_as == 'HALO':