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authorTon Roosendaal <ton@blender.org>2009-01-04 17:14:06 +0300
committerTon Roosendaal <ton@blender.org>2009-01-04 17:14:06 +0300
commitf7cb86df3a9ceccc4d649e42735732a608169157 (patch)
tree558a9ba43708a2213b1afa8f46d79f5daa140bc6 /source/blender/blenkernel/BKE_multires.h
parent74f9e98c828c17910405092785633373d4ae88e8 (diff)
2.5
Think global, act local! The old favorite G.scene gone! Man... that took almost 2 days. Also removed G.curscreen and G.edbo. Not everything could get solved; here's some notes. - modifiers now store current scene in ModifierData. This is not meant for permanent, but it can probably stick there until we cleaned the anim system and depsgraph to cope better with timing issues. - Game engine G.scene should become an argument for staring it. Didn't solve this yet. - Texture nodes should get scene cfra, but the current implementation is too tightly wrapped to do it easily.
Diffstat (limited to 'source/blender/blenkernel/BKE_multires.h')
-rw-r--r--source/blender/blenkernel/BKE_multires.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/blenkernel/BKE_multires.h b/source/blender/blenkernel/BKE_multires.h
index df565ddc7fe..64221897680 100644
--- a/source/blender/blenkernel/BKE_multires.h
+++ b/source/blender/blenkernel/BKE_multires.h
@@ -50,8 +50,8 @@ struct Multires *multires_copy(struct Multires *orig);
void multires_create(struct Object *ob, struct Mesh *me);
/* CustomData */
-void multires_delete_layer(struct Mesh *me, struct CustomData *cd, const int type, int n);
-void multires_add_layer(struct Mesh *me, struct CustomData *cd, const int type, const int n);
+void multires_delete_layer(struct Object *ob, struct CustomData *cd, const int type, int n);
+void multires_add_layer(struct Object *ob, struct CustomData *cd, const int type, const int n);
void multires_del_lower_customdata(struct Multires *mr, struct MultiresLevel *cr_lvl);
void multires_to_mcol(struct MultiresColFace *f, MCol mcol[4]);
/* After adding or removing vcolor layers, run this */