diff options
author | Antony Riakiotakis <kalast@gmail.com> | 2012-02-14 04:35:29 +0400 |
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committer | Antony Riakiotakis <kalast@gmail.com> | 2012-02-14 04:35:29 +0400 |
commit | a9c6f553e74dcbbbfba7d0068609a24315ec26bf (patch) | |
tree | 1d05e5b65234209e282becf4671241c971d7b06b /source/blender/editors/uvedit/uvedit_draw.c | |
parent | cf0967bfe6a70a40b3cca125a8fd439aae4368ab (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.c | 15 |
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 */ |