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author | Hans Goudey <h.goudey@me.com> | 2022-09-28 06:56:01 +0300 |
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committer | Hans Goudey <h.goudey@me.com> | 2022-09-28 06:56:01 +0300 |
commit | 6d5569bacfc43d5e9e65372b1efe4fcb056934a9 (patch) | |
tree | f919c981739ff1db79643c3d433443bda60f0105 /source/blender/blenkernel/BKE_shader_fx.h | |
parent | 6a1066904b85b40a7a858d4a1225d0633b62be3d (diff) |
Remove MeshPrimitive completelytemp-pbvh-seam-texturing-tweaks
Now the existing MLoopTri array is used instead, in addition to a
separate triangle -> edge connection array. This saves 16 bytes per
face corner of memory usage during this process. It also makes the
code more "standard", making it possible to share tooling with other
areas that deal with UVs and looptriangles
Diffstat (limited to 'source/blender/blenkernel/BKE_shader_fx.h')
0 files changed, 0 insertions, 0 deletions