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authorSergey Sharybin <sergey.vfx@gmail.com>2013-08-19 13:36:40 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2013-08-19 13:36:40 +0400
commit7ef3f98de1339f9b25ce5670b9b5d5e5ef798327 (patch)
treebfdd9b53c3c6a382b8eb915e8cc4d1812c88a4fc /source/blender/blenkernel/BKE_curve.h
parent345fff872b19a48ea674815165c7e8a0bd57f2ba (diff)
Made curves almost thread-safe
Now modifier stack wouldn't modify original curve's nurbs and will operate on a copy of nurbs. This makes it possible to process curve object update with shared curve datablocks from multiple threads. There's no big overhead for creating a copy of nurbs comparing to old behavior which was allocating original vertex array and apply coordinates on curve after all modifier are applied. The only remained issue with curves is curve's bounding box and texture space. It's not thread-safe, but it wouldn't lead to crashes -- it just could lead to either memory leak or wrong texture coordinates due to difference in modifiers stacks of objects which shares the same curve. -- svn merge -r57959:57961 ^/branches/soc-2013-depsgraph_mt
Diffstat (limited to 'source/blender/blenkernel/BKE_curve.h')
-rw-r--r--source/blender/blenkernel/BKE_curve.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/BKE_curve.h b/source/blender/blenkernel/BKE_curve.h
index f468415ef3d..b2daf1ff732 100644
--- a/source/blender/blenkernel/BKE_curve.h
+++ b/source/blender/blenkernel/BKE_curve.h
@@ -94,7 +94,7 @@ struct ListBase *BKE_curve_editNurbs_get(struct Curve *cu);
float *BKE_curve_make_orco(struct Scene *scene, struct Object *ob, int *r_numVerts);
float *BKE_curve_surf_make_orco(struct Object *ob);
-void BKE_curve_bevelList_make(struct Object *ob);
+void BKE_curve_bevelList_make(struct Object *ob, struct ListBase *nurbs, bool for_render);
void BKE_curve_bevel_make(struct Scene *scene, struct Object *ob, struct ListBase *disp, int forRender, int renderResolution);
void BKE_curve_forward_diff_bezier(float q0, float q1, float q2, float q3, float *p, int it, int stride);