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Toggle rendering of OpenGL particles on and off from properties display preference.
AbandonedPublic

Authored by Kévin Dietrich (kevindietrich) on Feb 20 2014, 6:24 PM.

Details

Summary

This is just a simple patch that allows someone to toggle off the rendering of the particle systems. If one is rendering a large number of particles it can take significant resource to view it. This is especially helpful for a scene with lots of hair meshes that can be toggled off with the flick of a button. It is also helpful just to double check the form of a mesh without having to reconfigure the display percentage. If you have a number of objects this is especially helpful.

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Event Timeline

I am interested in having this feature also. Thanks for your consideration Brecht.

BA thread for some background info and other's comments:
http://blenderartists.org/forum/showthread.php?327934-Particle-toggle

This feels quite arbitrary to me, particles can often be the slowest thing to draw, but at the same time it seems more consistent to have this kind of option for all types of data then.

The problem is that I don't necessarily want to encourage bigger changes in the 3D viewport until we do a refactor of the drawing modes and options.

Scott Jenkins (beetlegiest) updated this revision to Unknown Object (????).Feb 24 2014, 9:53 AM

I further expanded this work to insure the particle system was disabled using the pays_disable_all api. Still fairly simple, just needed to get particle system to check itself incase mesh or particle changes were made while the particles were off. Having the particles off during a particle setup still might be handy for large or multiple particle system setups. A 200k particle system can be setup like theres nothing there and then click the display particle when all the settings are updated. Since the particle system is disable sculpting, weight painting, and vertex paint all benefit from this feature.

That's not the right way to do this, you shouldn't influence particle evaluation from the 3d view. It entirely sidesteps the threaded dependency graph system that we rely on for correct evaluation.

If you want some global way to disable the particle systems you should look into adding an option to the Simplify panel.

This work is now replaced by D351 and can be removed. I didn't add it to this patch since it is a replacement and not additional work.