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authorJeroen Bakker <j.bakker@atmind.nl>2019-08-30 17:14:59 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2019-08-30 17:16:57 +0300
commit93f1d76bf0eb5bcae43ffda4022c3d2018962994 (patch)
tree7be95329fb76b23b4a0823595ba2eaf67d457e52
parent30d900934c4b06c13c65bbf1c9ef34fa14b2c256 (diff)
DrawManager: UV Stretching
Calculating UV Stretching on large meshes showed garbage. The reason is that the calculation is not thread save. Temporarily disable threading for UV Stretching
-rw-r--r--source/blender/draw/intern/draw_cache_extract_mesh.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/draw/intern/draw_cache_extract_mesh.c b/source/blender/draw/intern/draw_cache_extract_mesh.c
index 086205ee760..d952965de35 100644
--- a/source/blender/draw/intern/draw_cache_extract_mesh.c
+++ b/source/blender/draw/intern/draw_cache_extract_mesh.c
@@ -2822,8 +2822,8 @@ static void compute_normalize_edge_vectors(float auv[2][2],
float av[2][3],
const float uv[2],
const float uv_prev[2],
- const float co[2],
- const float co_prev[2])
+ const float co[3],
+ const float co_prev[3])
{
/* Move previous edge. */
copy_v2_v2(auv[0], auv[1]);
@@ -2986,7 +2986,7 @@ static const MeshExtract extract_stretch_angle = {
NULL,
extract_stretch_angle_finish,
0,
- true,
+ false,
};
/** \} */