[Bf-committers] Maybe to simple question

Campbell Barton ideasman42 at gmail.com
Fri Oct 8 23:48:44 CEST 2010


On Fri, Oct 8, 2010 at 9:23 PM, Tobias Oelgarte
<tobias.oelgarte at googlemail.com> wrote:
> Hi,
>
> Im wondering how i can access the meshdata from an object pointer
> (Object*), since i can remind that meshdata is stored separate from
> objects. Currently i'm writing a modifier that needs the original mesh
> data (before first modifier is applied) for a computation. So i can't
> use the DerivedMesh* passed to the functions.
>
> Currently i try to understand the code, but it will take i while, since
> my sense of orientation is somehow missing at this point. ;-)
>
> Greetings Tobias Oelgarte

In general its good avoid doing this, but this is currently used by
fluidsim & softbody:
 eModifierTypeFlag_RequiresOriginalData

For a reference of places to edit, render branch has the warp modifier
which is fairly recent, for a diff do...

svn diff -r29500:29501
https://svn.blender.org/svnroot/bf-blender/branches/render25 >
warp.diff

-- 
- Campbell


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