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author | Campbell Barton <ideasman42@gmail.com> | 2013-09-16 10:00:25 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2013-09-16 10:00:25 +0400 |
commit | 6317f1eafd1f5603000d05c77b8e3d4f6e38c9f9 (patch) | |
tree | 936ff06cd2faa9936dd7e9c7511630c27b181a2b /source/blender/blenkernel/BKE_mesh.h | |
parent | b380dd9378707bbf4a45ed456d49f28cf762b882 (diff) |
fix [#36291] Applying subsurf to mesh or setting subdivisions to zero crashes Blender
issue was mesh somehow had a mismatch of UV/texpoly layers. we may want to allow this in the future but for now sync on load just in case.
Diffstat (limited to 'source/blender/blenkernel/BKE_mesh.h')
-rw-r--r-- | source/blender/blenkernel/BKE_mesh.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_mesh.h b/source/blender/blenkernel/BKE_mesh.h index aac91abc449..8b514c04a1f 100644 --- a/source/blender/blenkernel/BKE_mesh.h +++ b/source/blender/blenkernel/BKE_mesh.h @@ -354,6 +354,7 @@ void BKE_mesh_calc_relative_deform( /* *** mesh_validate.c *** */ int BKE_mesh_validate(struct Mesh *me, const int do_verbose); +void BKE_mesh_cd_validate(struct Mesh *me); bool BKE_mesh_validate_arrays( struct Mesh *me, |