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authorAntony Riakiotakis <kalast@gmail.com>2012-02-21 22:20:47 +0400
committerAntony Riakiotakis <kalast@gmail.com>2012-02-21 22:20:47 +0400
commit9c3710df1f03ce9d792ad39b6d4a2563c73f19bc (patch)
tree5df400206ebfde5046e02721d348e5a52ae3eda7 /source/blender/editors/uvedit/uvedit_intern.h
parentfe807c008c74d7c10c656c1c25cc267fcdfef27a (diff)
uv stitch static island highlight ported to bmesh system.
Unfortunately since we are missing a way to tesselate uvs, the result will look good only on concave faces since we are essentially using a triangle fan to draw. When a tesselation of uv polygons is possible the tool should also change to use that instead. This will also influence the preview drawing code, coming next.
Diffstat (limited to 'source/blender/editors/uvedit/uvedit_intern.h')
-rw-r--r--source/blender/editors/uvedit/uvedit_intern.h6
1 files changed, 4 insertions, 2 deletions
diff --git a/source/blender/editors/uvedit/uvedit_intern.h b/source/blender/editors/uvedit/uvedit_intern.h
index 6566a79e467..c66e2971af1 100644
--- a/source/blender/editors/uvedit/uvedit_intern.h
+++ b/source/blender/editors/uvedit/uvedit_intern.h
@@ -88,8 +88,10 @@ void uvedit_live_unwrap_update(struct SpaceImage *sima, struct Scene *scene, str
/* object that stores display data for previewing before accepting stitching */
typedef struct StitchPreviewer {
- /* here we'll store the preview triangles of the mesh */
- float *preview_tris;
+ /* here we'll store the preview triangle indices of the mesh */
+ unsigned int *preview_tris;
+ /* here we store the actual uv vertices to display */
+ float *preview_coords;
/* preview data. These will be either the previewed vertices or edges depending on stitch mode settings */
float *preview_stitchable;
float *preview_unstitchable;