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author | Clément Foucault <foucault.clem@gmail.com> | 2017-05-12 18:54:14 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-05-12 18:54:14 +0300 |
commit | 7d12d8956ded188f8d0a7c8589e715e8a2e33742 (patch) | |
tree | b5cadba4b67713d0a36b2dbe7db1c2931b6e3da0 /source/blender/blenkernel/BKE_pbvh.h | |
parent | 2eff390e13953285bbbd2d7384e05a0c703c3b04 (diff) |
Sculpt: Move sculpt drawing to engines.
Only mask are handled by sculpt mode engine and are multiplied on top of the render.
There is room for improvement:
- Shaded meshes don't have correct tangents or uvs.
- Masks are in range 0.8 - 0.2 thus always darkening at least 20% the render.
- It only uses the first material slot of the mesh.
Diffstat (limited to 'source/blender/blenkernel/BKE_pbvh.h')
-rw-r--r-- | source/blender/blenkernel/BKE_pbvh.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_pbvh.h b/source/blender/blenkernel/BKE_pbvh.h index 53180713cf9..27c6814b959 100644 --- a/source/blender/blenkernel/BKE_pbvh.h +++ b/source/blender/blenkernel/BKE_pbvh.h @@ -358,6 +358,7 @@ bool BKE_pbvh_node_vert_update_check_any(PBVH *bvh, PBVHNode *node); //void BKE_pbvh_node_BB_reset(PBVHNode *node); //void BKE_pbvh_node_BB_expand(PBVHNode *node, float co[3]); +bool pbvh_has_mask(PBVH *bvh); void pbvh_show_diffuse_color_set(PBVH *bvh, bool show_diffuse_color); #endif /* __BKE_PBVH_H__ */ |