diff options
author | Daniel Dunbar <daniel@zuster.org> | 2005-08-21 11:19:20 +0400 |
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committer | Daniel Dunbar <daniel@zuster.org> | 2005-08-21 11:19:20 +0400 |
commit | 7804860cf61b8fc522405740180d10181d174187 (patch) | |
tree | 6331ac308c233fca06416e95d0c0473d3606aa20 /source/blender/blenkernel/BKE_mesh.h | |
parent | d29f7c2c8489442bbca4a76774d4f961dad0173b (diff) |
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
Diffstat (limited to 'source/blender/blenkernel/BKE_mesh.h')
-rw-r--r-- | source/blender/blenkernel/BKE_mesh.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/BKE_mesh.h b/source/blender/blenkernel/BKE_mesh.h index f3d878d5341..90c5dec19b4 100644 --- a/source/blender/blenkernel/BKE_mesh.h +++ b/source/blender/blenkernel/BKE_mesh.h @@ -67,7 +67,6 @@ struct Mesh *get_mesh(struct Object *ob); void set_mesh(struct Object *ob, struct Mesh *me); void mball_to_mesh(struct ListBase *lb, struct Mesh *me); void nurbs_to_mesh(struct Object *ob); -void edge_drawflags_mesh(struct Mesh *me); void mcol_to_tface(struct Mesh *me, int freedata); void tface_to_mcol(struct Mesh *me); void free_dverts(struct MDeformVert *dvert, int totvert); @@ -80,6 +79,7 @@ struct BoundBox *mesh_get_bb(struct Mesh *me); void mesh_get_texspace(struct Mesh *me, float *loc_r, float *rot_r, float *size_r); void make_edges(struct Mesh *me); +void mesh_strip_loose_faces(struct Mesh *me); /* Calculate vertex and face normals, face normals are returned in *faceNors_r if non-NULL * and vertex normals are stored in actual mverts. |