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author | Campbell Barton <ideasman42@gmail.com> | 2010-03-22 12:30:00 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2010-03-22 12:30:00 +0300 |
commit | 1e9bf0cfdb6c925b28af6f0330467e7d9d798c05 (patch) | |
tree | c8356d8bc812dc6e3f23b9c381e94ec4c9d4c879 /source/blender/editors/uvedit/uvedit_parametrizer.h | |
parent | 9b2dd9aac65aa49c05176bb8b7aabde9fe1aeeac (diff) |
spaces -> tabs, (4 spaces == 1 tab, only for white space preceding text)
Diffstat (limited to 'source/blender/editors/uvedit/uvedit_parametrizer.h')
-rw-r--r-- | source/blender/editors/uvedit/uvedit_parametrizer.h | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/editors/uvedit/uvedit_parametrizer.h b/source/blender/editors/uvedit/uvedit_parametrizer.h index f1454ee3865..0fa54c64d95 100644 --- a/source/blender/editors/uvedit/uvedit_parametrizer.h +++ b/source/blender/editors/uvedit/uvedit_parametrizer.h @@ -22,7 +22,7 @@ typedef enum ParamBool { - vertices are implicitly created - in construct_end the mesh will be split up according to the seams - the resulting charts must be: - - manifold, connected, open (at least one boundary loop) + - manifold, connected, open (at least one boundary loop) - output will be written to the uv pointers */ @@ -31,16 +31,16 @@ ParamHandle *param_construct_begin(); void param_aspect_ratio(ParamHandle *handle, float aspx, float aspy); void param_face_add(ParamHandle *handle, - ParamKey key, - int nverts, - ParamKey *vkeys, - float **co, - float **uv, + ParamKey key, + int nverts, + ParamKey *vkeys, + float **co, + float **uv, ParamBool *pin, ParamBool *select); void param_edge_set_seam(ParamHandle *handle, - ParamKey *vkeys); + ParamKey *vkeys); void param_construct_end(ParamHandle *handle, ParamBool fill, ParamBool impl); void param_delete(ParamHandle *chart); @@ -49,8 +49,8 @@ void param_delete(ParamHandle *chart); ----------------------------- - charts with less than two pinned vertices are assigned 2 pins - lscm is divided in three steps: - - begin: compute matrix and it's factorization (expensive) - - solve using pinned coordinates (cheap) + - begin: compute matrix and it's factorization (expensive) + - solve using pinned coordinates (cheap) - end: clean up - uv coordinates are allowed to change within begin/end, for quick re-solving |