- particle.c wasn't setting all components of the vector when reading cache and setting dummy velocity values.
- some functions incorrectly took a float[3] argument when the 4th value was set.
- remove a few redundant lines of code.
int flag= 0;
if(ob_get_key(ob)) {
- flag |= eModifierMode_Render | eModifierMode_Render;
+ flag |= eModifierMode_Render;
}
else {
ModifierData *md;
}
else {
ca->vel[0] = ca->vel[1] = 0.0f;
- ca->vel[1] = 1.0f;
+ ca->vel[2] = 1.0f;
}
/* selection coloring in edit mode */
{
/* identifiers */
ot->name= "Free All Physics Bakes";
- ot->name= "Free all physics bakes";
ot->idname= "PTCACHE_OT_free_bake_all";
/* api callbacks */
return (v1[2]*w[0]) + (v2[2]*w[1]) + (v3[2]*w[2]);
}
-static float VecZDepthPersp(float pt[2], float v1[3], float v2[3], float v3[3], float w[3])
+static float VecZDepthPersp(float pt[2], float v1[4], float v2[4], float v3[4], float w[3])
{
float wtot_inv, wtot;
float w_tmp[3];
* the perspective W coord for each vert */
static void screen_px_from_persp(
float uv[2],
- float v1co[3], float v2co[3], float v3co[3], /* screenspace coords */
+ float v1co[4], float v2co[4], float v3co[4], /* screenspace coords */
float uv1co[2], float uv2co[2], float uv3co[2],
float pixelScreenCo[4],
float w[3])
static void drawsolidcube_size(float xsize, float ysize, float zsize)
{
static GLuint displist=0;
- float n[3];
+ float n[3]= {0.0f};
glScalef(xsize, ysize, zsize);
-
- n[0]=0; n[1]=0; n[2]=0;
if(displist==0) {
displist= glGenLists(1);
n[2]= 1.0;
glNormal3fv(n);
glVertex3fv(cube[1]); glVertex3fv(cube[5]); glVertex3fv(cube[6]); glVertex3fv(cube[2]);
- n[2]=0;
n[2]= -1.0;
glNormal3fv(n);
glVertex3fv(cube[7]); glVertex3fv(cube[4]); glVertex3fv(cube[0]); glVertex3fv(cube[3]);
if(extend) {
tf= CustomData_em_get(&em->fdata, hit->efa->data, CD_MTFACE);
- if(uvedit_uv_selected(scene, hit->efa, tf, hit->edge) && uvedit_uv_selected(scene, hit->efa, tf, hit->edge))
+ if(uvedit_uv_selected(scene, hit->efa, tf, hit->edge))
select= 0;
else
select= 1;
material->alpha= 1;
}
-GPUBlendMode GPU_material_blend_mode(GPUMaterial *material, float obcol[3])
+GPUBlendMode GPU_material_blend_mode(GPUMaterial *material, float obcol[4])
{
if(material->alpha || (material->obcolalpha && obcol[3] < 1.0f))
return GPU_BLEND_ALPHA;
float value[9];
value[0] = (float)vec[0][0]; value[1] = (float)vec[1][0]; value[2] = (float)vec[2][0];
value[3] = (float)vec[0][1]; value[4] = (float)vec[1][1]; value[5] = (float)vec[2][1];
- value[6] = (float)vec[0][2]; value[7] = (float)vec[1][2]; value[7] = (float)vec[2][2];
+ value[6] = (float)vec[0][2]; value[7] = (float)vec[1][2]; value[8] = (float)vec[2][2];
glUniformMatrix3fvARB(uniform, 1, transpose?GL_TRUE:GL_FALSE, value);
}
}