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authorChris Blackbourn <chrisbblend@gmail.com>2022-09-12 03:22:46 +0300
committerChris Blackbourn <chrisbblend@gmail.com>2022-09-12 03:27:14 +0300
commitcaf6225a3d01b3a5d471dc62bb4508477fc4e7df (patch)
tree4c8cc60aef812dbd8f8bd213dff2b144aead46b9 /source/blender/editors/uvedit/uvedit_ops.c
parent1f4dc51d09af4dbc457c5e16a65dcfb7f7797da3 (diff)
UV: support uv seams when computing uv islands
An edge can be marked BM_ELEM_SEAM, which means the UV co-ordinates on either side of the edge are actually independent, even if they happen to currently have the same value. This commit optionally add support for UV Seams when computing islands. Affects UV sculpt tools, individual origins, UV stitch and changing UV selection modes etc. Required for upcoming packing refactor which requires seam support when computing islands. Differential Revision: https://developer.blender.org/D15875
Diffstat (limited to 'source/blender/editors/uvedit/uvedit_ops.c')
-rw-r--r--source/blender/editors/uvedit/uvedit_ops.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/uvedit/uvedit_ops.c b/source/blender/editors/uvedit/uvedit_ops.c
index c0dd7623ade..4cc2c6450df 100644
--- a/source/blender/editors/uvedit/uvedit_ops.c
+++ b/source/blender/editors/uvedit/uvedit_ops.c
@@ -535,7 +535,7 @@ static bool uvedit_uv_straighten(Scene *scene, BMesh *bm, eUVWeldAlign tool)
return false;
}
- UvElementMap *element_map = BM_uv_element_map_create(bm, scene, true, false, true);
+ UvElementMap *element_map = BM_uv_element_map_create(bm, scene, true, false, true, true);
if (element_map == NULL) {
return false;
}