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authorSergey Sharybin <sergey.vfx@gmail.com>2011-01-02 20:38:22 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2011-01-02 20:38:22 +0300
commit78162fa7936761ef0aafbc641f1a1b0d9a3fb1ec (patch)
tree0ad5774da06f36b2214d8368cf5172df57ec7665 /source/blender/blenkernel/BKE_multires.h
parent24e80665d8272198783cd6a634cb47a7d289fb1c (diff)
Splitting quad into triangles and merging triangles into quad should
work correct with sculpting data now. Joining two triangles could give incorrect sculpting result for special topologies, but it's that case that can't be nicely handled with our layers architecture.
Diffstat (limited to 'source/blender/blenkernel/BKE_multires.h')
-rw-r--r--source/blender/blenkernel/BKE_multires.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_multires.h b/source/blender/blenkernel/BKE_multires.h
index b8131d69dfd..5bdea166cce 100644
--- a/source/blender/blenkernel/BKE_multires.h
+++ b/source/blender/blenkernel/BKE_multires.h
@@ -87,6 +87,7 @@ void mdisp_rot_crn_to_face(int S, int corners, int face_side, float x, float y,
int mdisp_rot_face_to_crn(int corners, int face_side, float u, float v, float *x, float *y);
void mdisp_apply_weight(int S, int corners, int x, int y, int face_side, float crn_weight[4][2], float *u_r, float *v_r);
void mdisp_flip_disp(int S, int corners, float axis_x[2], float axis_y[2], float disp[3]);
+void mdisp_join_tris(struct MDisps *dst, struct MDisps *tri1, struct MDisps *tri2);
#endif