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authorCampbell Barton <ideasman42@gmail.com>2018-06-17 18:05:51 +0300
committerCampbell Barton <ideasman42@gmail.com>2018-06-17 18:05:51 +0300
commit6fc8a74886a30f89562bb542ef3b24cc64b3208a (patch)
treedf0503b6cf4f6b762eca66b90f4360c495d624aa /source/blender/blenkernel/intern/material.c
parenta262ea8c47f8106f66e16935c556f383ef306861 (diff)
Cleanup: trailing space for blenkernel
Diffstat (limited to 'source/blender/blenkernel/intern/material.c')
-rw-r--r--source/blender/blenkernel/intern/material.c202
1 files changed, 101 insertions, 101 deletions
diff --git a/source/blender/blenkernel/intern/material.c b/source/blender/blenkernel/intern/material.c
index 3283619587e..74866fd1d94 100644
--- a/source/blender/blenkernel/intern/material.c
+++ b/source/blender/blenkernel/intern/material.c
@@ -49,8 +49,8 @@
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
-#include "BLI_math.h"
-#include "BLI_listbase.h"
+#include "BLI_math.h"
+#include "BLI_listbase.h"
#include "BLI_utildefines.h"
#include "BLI_string.h"
#include "BLI_array_utils.h"
@@ -90,14 +90,14 @@ void BKE_material_free(Material *ma)
int a;
BKE_animdata_free((ID *)ma, false);
-
+
for (a = 0; a < MAX_MTEX; a++) {
MEM_SAFE_FREE(ma->mtex[a]);
}
-
+
MEM_SAFE_FREE(ma->ramp_col);
MEM_SAFE_FREE(ma->ramp_spec);
-
+
/* is no lib link block, but material extension */
if (ma->nodetree) {
ntreeFreeTree(ma->nodetree);
@@ -154,13 +154,13 @@ void BKE_material_init(Material *ma)
ma->tx_falloff = 1.0;
ma->shad_alpha = 1.0f;
ma->vcol_alpha = 0;
-
+
ma->gloss_mir = ma->gloss_tra = 1.0;
ma->samp_gloss_mir = ma->samp_gloss_tra = 18;
ma->adapt_thresh_mir = ma->adapt_thresh_tra = 0.005;
ma->dist_mir = 0.0;
ma->fadeto_mir = MA_RAYMIR_FADETOSKY;
-
+
ma->rampfac_col = 1.0;
ma->rampfac_spec = 1.0;
ma->pr_lamp = 3; /* two lamps, is bits */
@@ -197,11 +197,11 @@ void BKE_material_init(Material *ma)
ma->vol.ms_spread = 0.2f;
ma->vol.ms_diff = 1.f;
ma->vol.ms_intensity = 1.f;
-
+
ma->game.flag = GEMAT_BACKCULL;
ma->game.alpha_blend = 0;
ma->game.face_orientation = 0;
-
+
ma->mode = MA_TRACEBLE | MA_SHADBUF | MA_SHADOW | MA_RAYBIAS | MA_TANGENT_STR | MA_ZTRANSP;
ma->mode2 = MA_CASTSHADOW;
ma->shade_flag = MA_APPROX_OCCLUSION;
@@ -213,9 +213,9 @@ Material *BKE_material_add(Main *bmain, const char *name)
Material *ma;
ma = BKE_libblock_alloc(bmain, ID_MA, name, 0);
-
+
BKE_material_init(ma);
-
+
return ma;
}
@@ -282,7 +282,7 @@ Material *BKE_material_localize(Material *ma)
Material *man;
int a;
-
+
man = BKE_libblock_copy_nolib(&ma->id, false);
/* no increment for texture ID users, in previewrender.c it prevents decrement */
@@ -292,18 +292,18 @@ Material *BKE_material_localize(Material *ma)
memcpy(man->mtex[a], ma->mtex[a], sizeof(MTex));
}
}
-
+
if (ma->ramp_col) man->ramp_col = MEM_dupallocN(ma->ramp_col);
if (ma->ramp_spec) man->ramp_spec = MEM_dupallocN(ma->ramp_spec);
man->texpaintslot = NULL;
man->preview = NULL;
-
+
if (ma->nodetree)
man->nodetree = ntreeLocalize(ma->nodetree);
-
+
BLI_listbase_clear(&man->gpumaterial);
-
+
return man;
}
@@ -317,7 +317,7 @@ Material ***give_matarar(Object *ob)
Mesh *me;
Curve *cu;
MetaBall *mb;
-
+
if (ob->type == OB_MESH) {
me = ob->data;
return &(me->mat);
@@ -338,7 +338,7 @@ short *give_totcolp(Object *ob)
Mesh *me;
Curve *cu;
MetaBall *mb;
-
+
if (ob->type == OB_MESH) {
me = ob->data;
return &(me->totcol);
@@ -512,7 +512,7 @@ Material *BKE_material_pop_id(Main *bmain, ID *id, int index_i, bool update_data
DAG_relations_tag_update(bmain);
}
}
-
+
return ret;
}
@@ -546,7 +546,7 @@ Material *give_current_material(Object *ob, short act)
const short *totcolp;
if (ob == NULL) return NULL;
-
+
/* if object cannot have material, (totcolp == NULL) */
totcolp = give_totcolp(ob);
if (totcolp == NULL || ob->totcol == 0) return NULL;
@@ -572,12 +572,12 @@ Material *give_current_material(Object *ob, short act)
if (act > ob->totcol) act = ob->totcol;
matarar = give_matarar(ob);
-
+
if (matarar && *matarar) ma = (*matarar)[act - 1];
else ma = NULL;
-
+
}
-
+
return ma;
}
@@ -720,18 +720,18 @@ void assign_material(Main *bmain, Object *ob, Material *ma, short act, int assig
if (act > MAXMAT) return;
if (act < 1) act = 1;
-
+
/* prevent crashing when using accidentally */
BLI_assert(!ID_IS_LINKED(ob));
if (ID_IS_LINKED(ob)) return;
-
+
/* test arraylens */
-
+
totcolp = give_totcolp(ob);
matarar = give_matarar(ob);
-
+
if (totcolp == NULL || matarar == NULL) return;
-
+
if (act > *totcolp) {
matar = MEM_callocN(sizeof(void *) * act, "matarray1");
@@ -775,7 +775,7 @@ void assign_material(Main *bmain, Object *ob, Material *ma, short act, int assig
break;
}
}
-
+
/* do it */
ob->matbits[act - 1] = bit;
@@ -910,14 +910,14 @@ short BKE_object_material_slot_find_index(Object *ob, Material *ma)
{
Material ***matarar;
short a, *totcolp;
-
+
if (ma == NULL) return 0;
-
+
totcolp = give_totcolp(ob);
matarar = give_matarar(ob);
-
+
if (totcolp == NULL || matarar == NULL) return 0;
-
+
for (a = 0; a < *totcolp; a++)
if ((*matarar)[a] == ma)
break;
@@ -930,7 +930,7 @@ bool BKE_object_material_slot_add(Main *bmain, Object *ob)
{
if (ob == NULL) return false;
if (ob->totcol >= MAXMAT) return false;
-
+
assign_material(bmain, ob, NULL, ob->totcol + 1, BKE_MAT_ASSIGN_USERPREF);
ob->actcol = ob->totcol;
return true;
@@ -940,25 +940,25 @@ static void do_init_render_material(Main *bmain, Material *ma, int r_mode, float
{
MTex *mtex;
int a, needuv = 0, needtang = 0;
-
+
if (ma->flarec == 0) ma->flarec = 1;
/* add all texcoflags from mtex, texco and mapto were cleared in advance */
for (a = 0; a < MAX_MTEX; a++) {
-
+
/* separate tex switching */
if (ma->septex & (1 << a)) continue;
mtex = ma->mtex[a];
if (mtex && mtex->tex && (mtex->tex->type | (mtex->tex->use_nodes && mtex->tex->nodetree) )) {
-
+
ma->texco |= mtex->texco;
ma->mapto |= mtex->mapto;
/* always get derivatives for these textures */
if (ELEM(mtex->tex->type, TEX_IMAGE, TEX_ENVMAP)) ma->texco |= TEXCO_OSA;
else if (mtex->texflag & (MTEX_COMPAT_BUMP | MTEX_3TAP_BUMP | MTEX_5TAP_BUMP | MTEX_BICUBIC_BUMP)) ma->texco |= TEXCO_OSA;
-
+
if (ma->texco & (TEXCO_ORCO | TEXCO_REFL | TEXCO_NORM | TEXCO_STRAND | TEXCO_STRESS)) needuv = 1;
else if (ma->texco & (TEXCO_GLOB | TEXCO_UV | TEXCO_OBJECT | TEXCO_SPEED)) needuv = 1;
else if (ma->texco & (TEXCO_LAVECTOR | TEXCO_VIEW)) needuv = 1;
@@ -970,13 +970,13 @@ static void do_init_render_material(Main *bmain, Material *ma, int r_mode, float
if (needtang) ma->mode |= MA_NORMAP_TANG;
else ma->mode &= ~MA_NORMAP_TANG;
-
+
if (ma->mode & (MA_VERTEXCOL | MA_VERTEXCOLP | MA_FACETEXTURE)) {
needuv = 1;
if (r_mode & R_OSA) ma->texco |= TEXCO_OSA; /* for texfaces */
}
if (needuv) ma->texco |= NEED_UV;
-
+
/* since the raytracer doesnt recalc O structs for each ray, we have to preset them all */
if (r_mode & R_RAYTRACE) {
if ((ma->mode & (MA_RAYMIRROR | MA_SHADOW_TRA)) || ((ma->mode & MA_TRANSP) && (ma->mode & MA_RAYTRANSP))) {
@@ -984,7 +984,7 @@ static void do_init_render_material(Main *bmain, Material *ma, int r_mode, float
if (r_mode & R_OSA) ma->texco |= TEXCO_OSA;
}
}
-
+
if (amb) {
ma->ambr = ma->amb * amb[0];
ma->ambg = ma->amb * amb[1];
@@ -1050,9 +1050,9 @@ static void init_render_nodetree(Main *bmain, bNodeTree *ntree, Material *basema
void init_render_material(Main *bmain, Material *mat, int r_mode, float *amb)
{
-
+
do_init_render_material(bmain, mat, r_mode, amb);
-
+
if (mat->nodetree && mat->use_nodes) {
/* mode_l will take the pipeline options from the main material, and the or-ed
* result of non-pipeline options from the nodes. shadeless is an exception,
@@ -1061,7 +1061,7 @@ void init_render_material(Main *bmain, Material *mat, int r_mode, float *amb)
mat->mode2_l = mat->mode2 & MA_MODE2_PIPELINE;
mat->nmap_tangent_names_count = 0;
init_render_nodetree(bmain, mat->nodetree, mat, r_mode, amb);
-
+
if (!mat->nodetree->execdata)
mat->nodetree->execdata = ntreeShaderBeginExecTree(mat->nodetree);
}
@@ -1077,7 +1077,7 @@ void init_render_material(Main *bmain, Material *mat, int r_mode, float *amb)
void init_render_materials(Main *bmain, int r_mode, float *amb, bool do_default_material)
{
Material *ma;
-
+
/* clear these flags before going over materials, to make sure they
* are cleared only once, otherwise node materials contained in other
* node materials can go wrong */
@@ -1092,7 +1092,7 @@ void init_render_materials(Main *bmain, int r_mode, float *amb, bool do_default_
for (ma = bmain->mat.first; ma; ma = ma->id.next) {
/* is_used flag comes back in convertblender.c */
ma->flag &= ~MA_IS_USED;
- if (ma->id.us)
+ if (ma->id.us)
init_render_material(bmain, ma, r_mode, amb);
}
@@ -1114,7 +1114,7 @@ void end_render_materials(Main *bmain)
{
Material *ma;
for (ma = bmain->mat.first; ma; ma = ma->id.next)
- if (ma->id.us)
+ if (ma->id.us)
end_render_material(ma);
}
@@ -1162,7 +1162,7 @@ static void material_node_drivers_update(Scene *scene, bNodeTree *ntree, float c
if (ntree->adt && ntree->adt->drivers.first) {
BKE_animsys_evaluate_animdata(scene, &ntree->id, ntree->adt, ctime, ADT_RECALC_DRIVERS);
}
-
+
/* nodes */
for (node = ntree->nodes.first; node; node = node->next) {
if (node->id) {
@@ -1176,7 +1176,7 @@ static void material_node_drivers_update(Scene *scene, bNodeTree *ntree, float c
}
}
-/* Calculate all drivers for materials
+/* Calculate all drivers for materials
* FIXME: this is really a terrible method which may result in some things being calculated
* multiple times. However, without proper despgraph support for these things, we are forced
* into this sort of thing...
@@ -1185,7 +1185,7 @@ void material_drivers_update(Scene *scene, Material *ma, float ctime)
{
//if (G.f & G_DEBUG)
// printf("material_drivers_update(%s, %s)\n", scene->id.name, ma->id.name);
-
+
/* Prevent infinite recursion by checking (and tagging the material) as having been visited already
* (see BKE_scene_update_tagged()). This assumes ma->id.tag & LIB_TAG_DOIT isn't set by anything else
* in the meantime... [#32017]
@@ -1194,12 +1194,12 @@ void material_drivers_update(Scene *scene, Material *ma, float ctime)
return;
ma->id.tag |= LIB_TAG_DOIT;
-
+
/* material itself */
if (ma->adt && ma->adt->drivers.first) {
BKE_animsys_evaluate_animdata(scene, &ma->id, ma->adt, ctime, ADT_RECALC_DRIVERS);
}
-
+
/* nodes */
if (ma->nodetree) {
material_node_drivers_update(scene, ma->nodetree, ctime);
@@ -1213,7 +1213,7 @@ bool BKE_object_material_slot_remove(Main *bmain, Object *ob)
Material *mao, ***matarar;
short *totcolp;
short a, actcol;
-
+
if (ob == NULL || ob->totcol == 0) {
return false;
}
@@ -1227,10 +1227,10 @@ bool BKE_object_material_slot_remove(Main *bmain, Object *ob)
/* take a mesh/curve/mball as starting point, remove 1 index,
* AND with all objects that share the ob->data
- *
+ *
* after that check indices in mesh/curve/mball!!!
*/
-
+
totcolp = give_totcolp(ob);
matarar = give_matarar(ob);
@@ -1242,21 +1242,21 @@ bool BKE_object_material_slot_remove(Main *bmain, Object *ob)
if (ob->actcol > ob->totcol) {
ob->actcol = ob->totcol;
}
-
+
/* we delete the actcol */
mao = (*matarar)[ob->actcol - 1];
if (mao)
id_us_min(&mao->id);
-
+
for (a = ob->actcol; a < ob->totcol; a++)
(*matarar)[a - 1] = (*matarar)[a];
(*totcolp)--;
-
+
if (*totcolp == 0) {
MEM_freeN(*matarar);
*matarar = NULL;
}
-
+
actcol = ob->actcol;
for (Object *obt = bmain->object.first; obt; obt = obt->id.next) {
@@ -1269,14 +1269,14 @@ bool BKE_object_material_slot_remove(Main *bmain, Object *ob)
mao = obt->mat[actcol - 1];
if (mao)
id_us_min(&mao->id);
-
+
for (a = actcol; a < obt->totcol; a++) {
obt->mat[a - 1] = obt->mat[a];
obt->matbits[a - 1] = obt->matbits[a];
}
obt->totcol--;
if (obt->actcol > obt->totcol) obt->actcol = obt->totcol;
-
+
if (obt->totcol == 0) {
MEM_freeN(obt->mat);
MEM_freeN(obt->matbits);
@@ -1308,7 +1308,7 @@ static bNode *nodetree_uv_node_recursive(bNode *node)
{
bNode *inode;
bNodeSocket *sock;
-
+
for (sock = node->inputs.first; sock; sock = sock->next) {
if (sock->link) {
inode = sock->link->fromnode;
@@ -1320,7 +1320,7 @@ static bNode *nodetree_uv_node_recursive(bNode *node)
}
}
}
-
+
return NULL;
}
@@ -1332,7 +1332,7 @@ void BKE_texpaint_slot_refresh_cache(Scene *scene, Material *ma)
bool use_nodes = BKE_scene_use_new_shading_nodes(scene);
bool is_bi = BKE_scene_uses_blender_internal(scene) || BKE_scene_uses_blender_game(scene);
-
+
if (!ma)
return;
@@ -1347,7 +1347,7 @@ void BKE_texpaint_slot_refresh_cache(Scene *scene, Material *ma)
ma->paint_clone_slot = 0;
return;
}
-
+
if (use_nodes || ma->use_nodes) {
bNode *node, *active_node;
@@ -1376,11 +1376,11 @@ void BKE_texpaint_slot_refresh_cache(Scene *scene, Material *ma)
if (active_node == node)
ma->paint_active_slot = index;
ma->texpaintslot[index].ima = (Image *)node->id;
-
+
/* for new renderer, we need to traverse the treeback in search of a UV node */
if (use_nodes) {
bNode *uvnode = nodetree_uv_node_recursive(node);
-
+
if (uvnode) {
NodeShaderUVMap *storage = (NodeShaderUVMap *)uvnode->storage;
ma->texpaintslot[index].uvname = storage->uv_map;
@@ -1419,7 +1419,7 @@ void BKE_texpaint_slot_refresh_cache(Scene *scene, Material *ma)
ma->texpaintslot[index].ima = (*mtex)->tex->ima;
ma->texpaintslot[index].uvname = (*mtex)->uvname;
ma->texpaintslot[index].index = i;
-
+
index++;
}
}
@@ -1428,12 +1428,12 @@ void BKE_texpaint_slot_refresh_cache(Scene *scene, Material *ma)
ma->paint_active_slot = 0;
ma->paint_clone_slot = 0;
return;
- }
+ }
ma->tot_slots = count;
-
-
+
+
if (ma->paint_active_slot >= count) {
ma->paint_active_slot = count - 1;
}
@@ -1460,7 +1460,7 @@ void BKE_texpaint_slots_refresh_object(Scene *scene, struct Object *ob)
void ramp_blend(int type, float r_col[3], const float fac, const float col[3])
{
float tmp, facm = 1.0f - fac;
-
+
switch (type) {
case MA_RAMP_BLEND:
r_col[0] = facm * (r_col[0]) + fac * col[0];
@@ -1806,10 +1806,10 @@ static int encode_tfaceflag(MTFace *tf, int convertall)
/* light tface flag is ignored in GLSL mode */
flag &= ~TF_LIGHT;
-
+
/* 15 is how big the flag can be - hardcoded here and in decode_tfaceflag() */
flag |= tf->transp << 15;
-
+
/* increase 1 so flag 0 is different than no flag yet */
return flag + 1;
}
@@ -1825,25 +1825,25 @@ static void decode_tfaceflag(Material *ma, int flag, int convertall)
alphablend = flag >> 15; /* encoded in the encode_tfaceflag function */
(*game).flag = 0;
-
+
/* General Material Options */
if ((flag & TF_DYNAMIC) == 0) (*game).flag |= GEMAT_NOPHYSICS;
-
+
/* Material Offline Rendering Properties */
if (convertall) {
if (flag & TF_OBCOL) ma->shade_flag |= MA_OBCOLOR;
}
-
+
/* Special Face Properties */
if ((flag & TF_TWOSIDE) == 0) (*game).flag |= GEMAT_BACKCULL;
if (flag & TF_INVISIBLE) (*game).flag |= GEMAT_INVISIBLE;
if (flag & TF_BMFONT) (*game).flag |= GEMAT_TEXT;
-
+
/* Face Orientation */
if (flag & TF_BILLBOARD) (*game).face_orientation |= GEMAT_HALO;
else if (flag & TF_BILLBOARD2) (*game).face_orientation |= GEMAT_BILLBOARD;
else if (flag & TF_SHADOW) (*game).face_orientation |= GEMAT_SHADOW;
-
+
/* Alpha Blend */
if (flag & TF_ALPHASORT && ELEM(alphablend, TF_ALPHA, TF_ADD)) (*game).alpha_blend = GEMAT_ALPHA_SORT;
else if (alphablend & TF_ALPHA) (*game).alpha_blend = GEMAT_ALPHA;
@@ -1867,7 +1867,7 @@ static int check_tfaceneedmaterial(int flag)
/* light tface flag is ignored in GLSL mode */
flag &= ~TF_LIGHT;
-
+
/* automatic detected if tex image has alpha */
flag &= ~(TF_ALPHA << 15);
/* automatic detected if using texture */
@@ -1948,7 +1948,7 @@ static short convert_tfacenomaterial(Main *bmain, Mesh *me, MTFace *tf, int flag
Material *ma;
char idname[MAX_ID_NAME];
short mat_nr = -1;
-
+
/* new material, the name uses the flag*/
BLI_snprintf(idname, sizeof(idname), "MAMaterial.TF.%0*d", integer_getdigits(flag), flag);
@@ -1967,7 +1967,7 @@ static short convert_tfacenomaterial(Main *bmain, Mesh *me, MTFace *tf, int flag
if (ma) {
printf("TexFace Convert: Material \"%s\" created.\n", idname + 2);
mat_nr = mesh_addmaterial(bmain, me, ma);
-
+
/* if needed set "Face Textures [Alpha]" Material options */
set_facetexture_flags(ma, tf->tpage);
@@ -2005,7 +2005,7 @@ static void convert_tfacematerial(Main *bmain, Material *ma)
/* check if this mesh uses this material */
for (a = 0; a < me->totcol; a++)
if (me->mat[a] == ma) break;
-
+
/* no material found */
if (a == me->totcol) continue;
@@ -2048,9 +2048,9 @@ static void convert_tfacematerial(Main *bmain, Material *ma)
continue;
}
}
-
+
/* if the material has a texture but no texture channel
- * set "Face Textures [Alpha]" Material options
+ * set "Face Textures [Alpha]" Material options
* actually we need to run it always, because of old behavior
* of using face texture if any texture channel was present (multitex) */
//if ((!mat_new->mtex[0]) && (!mat_new->mtex[0]->tex))
@@ -2084,7 +2084,7 @@ int do_version_tface(Main *main)
int a;
int flag;
int index;
-
+
/* Operator in help menu has been removed for 2.7x */
int fileload = 1;
@@ -2100,9 +2100,9 @@ int do_version_tface(Main *main)
/* mark all the materials to conversion with a flag
* if there is tface create a complete flag for that storing in flag
* if there is tface and flag > 0: creates a new flag based on this face
- * if flags are different set flag to -1
+ * if flags are different set flag to -1
*/
-
+
/* 1st part: marking mesh materials to update */
for (me = main->mesh.first; me; me = me->id.next) {
if (ID_IS_LINKED(me)) continue;
@@ -2113,7 +2113,7 @@ int do_version_tface(Main *main)
if (!cdl) continue;
nomaterialslots = (me->totcol == 0 ? 1 : 0);
-
+
/* loop over all the faces*/
for (a = 0, mf = me->mface; a < me->totface; a++, mf++) {
/* texface data for this face */
@@ -2126,11 +2126,11 @@ int do_version_tface(Main *main)
if ((tf->mode & TF_CONVERTED)) continue;
else tf->mode |= TF_CONVERTED;
}
-
+
/* no material slots */
if (nomaterialslots) {
flag = encode_tfaceflag(tf, 1);
-
+
/* create/find a new material and assign to the face */
if (check_tfaceneedmaterial(flag)) {
mf->mat_nr = convert_tfacenomaterial(main, me, tf, flag);
@@ -2142,7 +2142,7 @@ int do_version_tface(Main *main)
}
else if (mf->mat_nr < me->totcol) {
ma = me->mat[mf->mat_nr];
-
+
/* no material create one if necessary */
if (!ma) {
/* find a new material and assign to the face */
@@ -2161,7 +2161,7 @@ int do_version_tface(Main *main)
* later we could, but it's better not */
else if (ID_IS_LINKED(ma))
continue;
-
+
/* material already marked as disputed */
else if (ma->game.flag == MAT_BGE_DISPUTED)
continue;
@@ -2173,17 +2173,17 @@ int do_version_tface(Main *main)
/* first time changing this material */
if (ma->game.flag == 0)
ma->game.flag = -flag;
-
+
/* mark material as disputed */
else if (ma->game.flag != -flag) {
ma->game.flag = MAT_BGE_DISPUTED;
continue;
}
-
+
/* material ok so far */
else {
ma->game.flag = -flag;
-
+
/* some people uses multitexture with TexFace by creating a texture
* channel which not necessarily the tf->tpage image. But the game engine
* was enabling it. Now it's required to set "Face Texture [Alpha] in the
@@ -2218,7 +2218,7 @@ int do_version_tface(Main *main)
}
}
-
+
/* 2nd part - conversion */
/* skip library files */
@@ -2238,7 +2238,7 @@ int do_version_tface(Main *main)
}
continue;
}
-
+
/* no conflicts in this material - 90% of cases
* convert from tface system to material */
else if (ma->game.flag < 0) {
@@ -2251,15 +2251,15 @@ int do_version_tface(Main *main)
/* check if this mesh uses this material */
for (a = 0; a < me->totcol; a++)
if (me->mat[a] == ma) break;
-
+
/* no material found */
if (a == me->totcol) continue;
-
+
/* get the active tface layer */
index = CustomData_get_active_layer_index(&me->fdata, CD_MTFACE);
cdl = (index == -1) ? NULL : &me->fdata.layers[index];
if (!cdl) continue;
-
+
/* loop over all the faces and stop at the ones that use the material*/
for (a = 0, mf = me->mface; a < me->totface; a++, mf++) {
if (me->mat[mf->mat_nr] == ma) {