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authorAntony Riakiotakis <kalast@gmail.com>2012-02-14 04:35:29 +0400
committerAntony Riakiotakis <kalast@gmail.com>2012-02-14 04:35:29 +0400
commita9c6f553e74dcbbbfba7d0068609a24315ec26bf (patch)
tree1d05e5b65234209e282becf4671241c971d7b06b /source/blender/editors/uvedit/uvedit_draw.c
parentcf0967bfe6a70a40b3cca125a8fd439aae4368ab (diff)
Initial port of stitch operator for bmesh.
*operator now works with few limitations: -still no preview(will be back soon) -rotation will not work if only one uv is stitched between islands(will need method to calculate uv normal for manifold) Also fixed island calculation for UvElements, fixes a crash when uv sculpting with "Sculpt all islands" turned off
Diffstat (limited to 'source/blender/editors/uvedit/uvedit_draw.c')
-rw-r--r--source/blender/editors/uvedit/uvedit_draw.c15
1 files changed, 0 insertions, 15 deletions
diff --git a/source/blender/editors/uvedit/uvedit_draw.c b/source/blender/editors/uvedit/uvedit_draw.c
index 3103e12f7f2..0e6c06a74b3 100644
--- a/source/blender/editors/uvedit/uvedit_draw.c
+++ b/source/blender/editors/uvedit/uvedit_draw.c
@@ -892,9 +892,6 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit)
glVertexPointer(2, GL_FLOAT, 0, stitch_preview->static_tris);
glDrawArrays(GL_TRIANGLES, 0, stitch_preview->num_static_tris*3);
- glVertexPointer(2, GL_FLOAT, 0, stitch_preview->static_quads);
- glDrawArrays(GL_QUADS, 0, stitch_preview->num_static_quads*4);
-
glVertexPointer(2, GL_FLOAT, 0, stitch_preview->preview_tris);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
UI_ThemeColor4(TH_STITCH_PREVIEW_FACE);
@@ -905,18 +902,6 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit)
glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
/*UI_ThemeColor4(TH_STITCH_PREVIEW_VERT);
glDrawArrays(GL_TRIANGLES, 0, stitch_preview->num_tris*3);*/
-
- glVertexPointer(2, GL_FLOAT, 0, stitch_preview->preview_quads);
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- UI_ThemeColor4(TH_STITCH_PREVIEW_FACE);
- glDrawArrays(GL_QUADS, 0, stitch_preview->num_quads*4);
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- UI_ThemeColor4(TH_STITCH_PREVIEW_EDGE);
- glDrawArrays(GL_QUADS, 0, stitch_preview->num_quads*4);
- glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
- /*UI_ThemeColor4(TH_STITCH_PREVIEW_VERT);
- glDrawArrays(GL_QUADS, 0, stitch_preview->num_quads*4);*/
-
glDisable(GL_BLEND);
/* draw vert preview */