diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-09-06 15:28:14 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-10-10 18:43:44 +0300 |
commit | e65784a0519e25e9ca560ab63758287cea45f123 (patch) | |
tree | 2452488152b951d029f68b34f20803254066b27b /intern/cycles/blender/blender_curves.cpp | |
parent | 468474a653c976615306254dfcc33a85a0b872a1 (diff) |
Python API: add loop triangles access, remove tessfaces.
Loop triangles are tessellated triangles create from polygons, for renderers
or exporters that need to match Blender's polygon tesselation exactly. These
are a read-only runtime cache.
Tessfaces are a legacy data structure from before Blender supported n-gons,
and were already mostly removed from the C code.
Details on porting code to loop triangles is in the release notes.
Differential Revision: https://developer.blender.org/D3539
Diffstat (limited to 'intern/cycles/blender/blender_curves.cpp')
-rw-r--r-- | intern/cycles/blender/blender_curves.cpp | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/intern/cycles/blender/blender_curves.cpp b/intern/cycles/blender/blender_curves.cpp index 0bf90297263..5e4522af6e1 100644 --- a/intern/cycles/blender/blender_curves.cpp +++ b/intern/cycles/blender/blender_curves.cpp @@ -247,11 +247,11 @@ static bool ObtainCacheParticleUV(Mesh *mesh, b_psys.particles.begin(b_pa); for(; pa_no < totparts+totchild; pa_no++) { /* Add UVs */ - BL::Mesh::tessface_uv_textures_iterator l; - b_mesh->tessface_uv_textures.begin(l); + BL::Mesh::uv_layers_iterator l; + b_mesh->uv_layers.begin(l); float3 uv = make_float3(0.0f, 0.0f, 0.0f); - if(b_mesh->tessface_uv_textures.length()) + if(b_mesh->uv_layers.length()) b_psys.uv_on_emitter(psmd, *b_pa, pa_no, uv_num, &uv.x); CData->curve_uv.push_back_slow(uv); @@ -306,11 +306,11 @@ static bool ObtainCacheParticleVcol(Mesh *mesh, b_psys.particles.begin(b_pa); for(; pa_no < totparts+totchild; pa_no++) { /* Add vertex colors */ - BL::Mesh::tessface_vertex_colors_iterator l; - b_mesh->tessface_vertex_colors.begin(l); + BL::Mesh::vertex_colors_iterator l; + b_mesh->vertex_colors.begin(l); float3 vcol = make_float3(0.0f, 0.0f, 0.0f); - if(b_mesh->tessface_vertex_colors.length()) + if(b_mesh->vertex_colors.length()) b_psys.mcol_on_emitter(psmd, *b_pa, pa_no, vcol_num, &vcol.x); CData->curve_vcol.push_back_slow(vcol); @@ -968,10 +968,10 @@ void BlenderSync::sync_curves(Mesh *mesh, /* create vertex color attributes */ if(!motion) { - BL::Mesh::tessface_vertex_colors_iterator l; + BL::Mesh::vertex_colors_iterator l; int vcol_num = 0; - for(b_mesh.tessface_vertex_colors.begin(l); l != b_mesh.tessface_vertex_colors.end(); ++l, vcol_num++) { + for(b_mesh.vertex_colors.begin(l); l != b_mesh.vertex_colors.end(); ++l, vcol_num++) { if(!mesh->need_attribute(scene, ustring(l->name().c_str()))) continue; @@ -1005,10 +1005,10 @@ void BlenderSync::sync_curves(Mesh *mesh, /* create UV attributes */ if(!motion) { - BL::Mesh::tessface_uv_textures_iterator l; + BL::Mesh::uv_layers_iterator l; int uv_num = 0; - for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l, uv_num++) { + for(b_mesh.uv_layers.begin(l); l != b_mesh.uv_layers.end(); ++l, uv_num++) { bool active_render = l->active_render(); AttributeStandard std = (active_render)? ATTR_STD_UV: ATTR_STD_NONE; ustring name = ustring(l->name().c_str()); |