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authorAntony Riakiotakis <kalast@gmail.com>2014-04-17 21:53:20 +0400
committerAntony Riakiotakis <kalast@gmail.com>2014-04-17 21:53:40 +0400
commit169f8313940e826587fc50b3c4e3b082d15b51e5 (patch)
tree97e968ed2f30d326530d7a666fea3f49b1adc37b /source/blender/editors/sculpt_paint/sculpt_intern.h
parentfe3eb825206c969a2cf333769e6b58f2abec74b1 (diff)
Make sure we invalidate the node ID layer each time the PBVH is reset.
It makes code more tidy (avoids having to call invalidation on a myriad places). Also makes sure other invalidation cases (some mesh change, e.g.) work as expected.
Diffstat (limited to 'source/blender/editors/sculpt_paint/sculpt_intern.h')
-rw-r--r--source/blender/editors/sculpt_paint/sculpt_intern.h2
1 files changed, 0 insertions, 2 deletions
diff --git a/source/blender/editors/sculpt_paint/sculpt_intern.h b/source/blender/editors/sculpt_paint/sculpt_intern.h
index 8cf5bf88bcc..a4d2f0dc057 100644
--- a/source/blender/editors/sculpt_paint/sculpt_intern.h
+++ b/source/blender/editors/sculpt_paint/sculpt_intern.h
@@ -48,7 +48,6 @@ struct MultiresModifierData;
struct Object;
struct Scene;
struct Sculpt;
-struct SculptSession;
struct SculptStroke;
struct SculptUndoNode;
@@ -68,7 +67,6 @@ bool sculpt_stroke_get_location(bContext *C, float out[3], const float mouse[2])
/* Dynamic topology */
void sculpt_pbvh_clear(Object *ob);
-void sculpt_dyntopo_node_layers_reset(struct SculptSession *ss);
void sculpt_dyntopo_node_layers_add(struct SculptSession *ss);
void sculpt_update_after_dynamic_topology_toggle(bContext *C);
void sculpt_dynamic_topology_enable(struct bContext *C);