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authorChris Blackbourn <chrisbblend@gmail.com>2022-09-12 03:22:46 +0300
committerChris Blackbourn <chrisbblend@gmail.com>2022-09-12 03:27:14 +0300
commitcaf6225a3d01b3a5d471dc62bb4508477fc4e7df (patch)
tree4c8cc60aef812dbd8f8bd213dff2b144aead46b9 /source/blender/editors/include/ED_mesh.h
parent1f4dc51d09af4dbc457c5e16a65dcfb7f7797da3 (diff)
UV: support uv seams when computing uv islands
An edge can be marked BM_ELEM_SEAM, which means the UV co-ordinates on either side of the edge are actually independent, even if they happen to currently have the same value. This commit optionally add support for UV Seams when computing islands. Affects UV sculpt tools, individual origins, UV stitch and changing UV selection modes etc. Required for upcoming packing refactor which requires seam support when computing islands. Differential Revision: https://developer.blender.org/D15875
Diffstat (limited to 'source/blender/editors/include/ED_mesh.h')
-rw-r--r--source/blender/editors/include/ED_mesh.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/editors/include/ED_mesh.h b/source/blender/editors/include/ED_mesh.h
index b6a652bd3ab..26743a2bd08 100644
--- a/source/blender/editors/include/ED_mesh.h
+++ b/source/blender/editors/include/ED_mesh.h
@@ -139,6 +139,7 @@ struct UvElementMap *BM_uv_element_map_create(struct BMesh *bm,
const struct Scene *scene,
bool uv_selected,
bool use_winding,
+ bool use_seams,
bool do_islands);
void BM_uv_element_map_free(struct UvElementMap *element_map);
struct UvElement *BM_uv_element_get(const struct UvElementMap *map,