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authorBastien Montagne <montagne29@wanadoo.fr>2018-02-22 17:00:42 +0300
committerBastien Montagne <montagne29@wanadoo.fr>2018-02-22 17:20:39 +0300
commit0eee776e454f6b78ffa33b2ed8b19c747d8193ec (patch)
tree3dd6e28b13698afa080a2acfe301efd34aba7563 /source/blender/bmesh/intern/bmesh_mesh.h
parent4b068c4d6f960e0a4da7e252c1d69743e282362f (diff)
Fix (unreported) meshes changing shading when creating empty clnors data.
When you were using autosmooth to generate some custom normals, and created empty custom loop normal data, you would go back to an 'all smooth' shading, cancelling some sharp edges generated by the mesh's smooth threshold. Now we will first tag such edges as sharp, such that shading remains the same. This is not crucial in current master, but it is for clnors editing gsoc branch!
Diffstat (limited to 'source/blender/bmesh/intern/bmesh_mesh.h')
-rw-r--r--source/blender/bmesh/intern/bmesh_mesh.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/bmesh/intern/bmesh_mesh.h b/source/blender/bmesh/intern/bmesh_mesh.h
index 01f11f6f942..8326e82af00 100644
--- a/source/blender/bmesh/intern/bmesh_mesh.h
+++ b/source/blender/bmesh/intern/bmesh_mesh.h
@@ -52,6 +52,8 @@ void BM_loops_calc_normal_vcos(
const bool use_split_normals, const float split_angle, float (*r_lnos)[3],
struct MLoopNorSpaceArray *r_lnors_spacearr, short (*clnors_data)[2], const int cd_loop_clnors_offset);
+void BM_edges_sharp_from_angle_set(BMesh *bm, const float split_angle);
+
void bmesh_edit_begin(BMesh *bm, const BMOpTypeFlag type_flag);
void bmesh_edit_end(BMesh *bm, const BMOpTypeFlag type_flag);