* Point density texture works again

This commit is contained in:
Matt Ebb
2009-08-17 22:09:36 +00:00
parent fe984a6e6c
commit 6412fe4b92
8 changed files with 146 additions and 170 deletions

View File

@@ -232,15 +232,9 @@ static void cache_pointdensity(Render *re, Tex *tex)
int i;
if (!ob) return;
if (BLI_countlist(&ob->particlesystem) == 0) return;
if (!pd->psys) return;
for(psys=ob->particlesystem.first, i=0; i< pd->psysindex-1; i++)
psys= psys->next;
if (!psys) return;
pointdensity_cache_psys(re, pd, ob, psys);
pointdensity_cache_psys(re, pd, ob, pd->psys);
}
else if (pd->source == TEX_PD_OBJECT) {
Object *ob = pd->object;

View File

@@ -93,10 +93,7 @@ static int vol_get_bounds(ShadeInput *shi, float *co, float *vec, float *hitco,
if (intersect_type == VOL_BOUNDS_DEPTH) isect->faceorig= (RayFace*)shi->vlr;
else if (intersect_type == VOL_BOUNDS_SS) isect->faceorig= NULL;
if (checkfunc==VOL_IS_BACKFACE)
intersected = RE_ray_tree_intersect_check(R.raytree, isect, vol_backface_intersect_check);
else
intersected = RE_ray_tree_intersect(R.raytree, isect);
intersected = RE_ray_tree_intersect(R.raytree, isect);
if(intersected)
{