diff options
author | Hans Goudey <h.goudey@me.com> | 2022-09-07 08:06:31 +0300 |
---|---|---|
committer | Hans Goudey <h.goudey@me.com> | 2022-09-07 08:06:31 +0300 |
commit | be038b844cb53bc228d3e98bfe09071560930cde (patch) | |
tree | 13de4a3fc3b49a8b2075a0413dc8261603fbc718 /source/blender/editors/object/object_remesh.cc | |
parent | 20daaeffce4cf9bfe48ab7c84cb9e2b1d71d2c91 (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.cc | 4 |
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(); |