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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2013-04-19 01:00:29 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2013-04-19 01:00:29 +0400
commit116f1ae4d6e0b5e88202e8143be978a4c194bbb1 (patch)
tree2615c6328a168a50109473142076c15ea4ae3476 /source/blender/editors/uvedit/uvedit_parametrizer.h
parent443d58f65ae4affacdefeba6945afd89e1bdc938 (diff)
Fix #35011: UV unwrap giving poor results for ngons.
Problem is that the scanfill result gives poorly shaped triangles, which is fine for OpenGL drawing but does not work well for unwrapping. Another problem was that it was doing random float offsets to avoid some degenerate cases, but this meant that unwrapping a part of a mesh or the whole thing could give different results for a UV island. Now UV unwrap does own triangulation of ngons.
Diffstat (limited to 'source/blender/editors/uvedit/uvedit_parametrizer.h')
-rw-r--r--source/blender/editors/uvedit/uvedit_parametrizer.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/editors/uvedit/uvedit_parametrizer.h b/source/blender/editors/uvedit/uvedit_parametrizer.h
index 4c23d49428b..dc2fd34e404 100644
--- a/source/blender/editors/uvedit/uvedit_parametrizer.h
+++ b/source/blender/editors/uvedit/uvedit_parametrizer.h
@@ -62,7 +62,8 @@ void param_face_add(ParamHandle *handle,
float **co,
float **uv,
ParamBool *pin,
- ParamBool *select);
+ ParamBool *select,
+ float face_normal[3]);
void param_edge_set_seam(ParamHandle *handle,
ParamKey *vkeys);