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authorSergey Sharybin <sergey.vfx@gmail.com>2012-08-06 17:53:38 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2012-08-06 17:53:38 +0400
commitb282b5275c919b95e9947801b21678341ec21bba (patch)
tree3f17c2e028c5d5305f30e74e29575f56c3b87602 /source/blender/blenkernel/BKE_mask.h
parent2b8ac9bc616d9a9cd8f303228efc30fdc9dd38a1 (diff)
Mask feather self-intersection check
Enable self-intersection check for preview. In own tests average time for this operation on mango files was ~0.0015sec, and it was like 20 splines max which still gives pretty smooth performance on my core quad machine. Would think let's check how it works for now, if it'll give some issues here, would just avoid tessellation on every redraw by storing tessellation in some cache (probably in mask user). Another change is related on a way which loop to collapse. Changed length check with AABB size check. A bit slower but should be a bit more predictable.
Diffstat (limited to 'source/blender/blenkernel/BKE_mask.h')
-rw-r--r--source/blender/blenkernel/BKE_mask.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/BKE_mask.h b/source/blender/blenkernel/BKE_mask.h
index a1a306c1b2c..1836a88555b 100644
--- a/source/blender/blenkernel/BKE_mask.h
+++ b/source/blender/blenkernel/BKE_mask.h
@@ -76,7 +76,7 @@ float (*BKE_mask_spline_differentiate_with_resolution_ex(struct MaskSpline *spli
const unsigned int resol))[2];
float (*BKE_mask_spline_differentiate_with_resolution(struct MaskSpline *spline, int width, int height, int *tot_diff_point))[2];
float (*BKE_mask_spline_feather_differentiated_points_with_resolution_ex(struct MaskSpline *spline, int *tot_feather_point,
- const unsigned int resol, const int do_collapse))[2];
+ const unsigned int resol))[2];
float (*BKE_mask_spline_feather_differentiated_points_with_resolution(struct MaskSpline *spline, int width, int height, int *tot_feather_point))[2];
float (*BKE_mask_spline_feather_points(struct MaskSpline *spline, int *tot_feather_point))[2];