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authorHans Goudey <h.goudey@me.com>2022-09-07 08:06:31 +0300
committerHans Goudey <h.goudey@me.com>2022-09-07 08:06:31 +0300
commitbe038b844cb53bc228d3e98bfe09071560930cde (patch)
tree13de4a3fc3b49a8b2075a0413dc8261603fbc718 /source/blender/editors/object/object_remesh.cc
parent20daaeffce4cf9bfe48ab7c84cb9e2b1d71d2c91 (diff)
Cleanup: Tweak naming for recently added mesh accessors
Use `verts` instead of `vertices` and `polys` instead of `polygons` in the API added in 05952aa94d33eeb50. This aligns better with existing naming where the shorter names are much more common.
Diffstat (limited to 'source/blender/editors/object/object_remesh.cc')
-rw-r--r--source/blender/editors/object/object_remesh.cc4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/editors/object/object_remesh.cc b/source/blender/editors/object/object_remesh.cc
index 56cccd984b6..c93d7dc3ee5 100644
--- a/source/blender/editors/object/object_remesh.cc
+++ b/source/blender/editors/object/object_remesh.cc
@@ -131,7 +131,7 @@ static int voxel_remesh_exec(bContext *C, wmOperator *op)
}
/* Output mesh will be all smooth or all flat shading. */
- const Span<MPoly> polygons = mesh->polygons();
+ const Span<MPoly> polygons = mesh->polys();
const bool smooth_normals = polygons.first().flag & ME_SMOOTH;
float isovalue = 0.0f;
@@ -682,7 +682,7 @@ static bool mesh_is_manifold_consistent(Mesh *mesh)
* check that the direction of the faces are consistent and doesn't suddenly
* flip
*/
- const Span<MVert> verts = mesh->vertices();
+ const Span<MVert> verts = mesh->verts();
const Span<MEdge> edges = mesh->edges();
const Span<MLoop> loops = mesh->loops();