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authorClément Foucault <foucault.clem@gmail.com>2018-10-01 15:55:35 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-10-01 16:14:46 +0300
commit283f0ae9afe7ceceb0ad21010a8cc9006838f2b7 (patch)
tree44c802c326f6ab67a9ad02e6c584623c86d25892 /source/blender/draw/intern/draw_cache_impl.h
parent3a9ee33328a48278290af429b8b0e18fd36de1c0 (diff)
Edit UVs: Refactor drawing Shadow UV in Image Editor
Currently it's not showing the subdivided mesh (if there is a subdiv mod) and there is some sync issue if there is multiple uv image space opened. But thoses will be tackled later on. The purpose of this commit is to fix the overflow issue of IMM and speed issue.
Diffstat (limited to 'source/blender/draw/intern/draw_cache_impl.h')
-rw-r--r--source/blender/draw/intern/draw_cache_impl.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/draw/intern/draw_cache_impl.h b/source/blender/draw/intern/draw_cache_impl.h
index 9ce994adbc0..1aaedd39c85 100644
--- a/source/blender/draw/intern/draw_cache_impl.h
+++ b/source/blender/draw/intern/draw_cache_impl.h
@@ -167,6 +167,8 @@ enum {
UVEDIT_SYNC_SEL = (1 << 6),
};
+/* For Image UV editor. */
+struct GPUBatch *DRW_mesh_batch_cache_get_texpaint_loop_wire(struct Mesh *me);
void DRW_mesh_cache_uvedit(
struct Object *me, struct SpaceImage *sima, struct Scene *scene, uchar state,
struct GPUBatch **faces, struct GPUBatch **edges, struct GPUBatch **verts, struct GPUBatch **facedots);