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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2006-12-13 00:29:09 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2006-12-13 00:29:09 +0300
commit80ee52e444f05a6fd7a45f2ddfe72720648fbab8 (patch)
tree577238b0fdb738813ca560f0c5fc08dd6b945956 /source/blender/include/BDR_editface.h
parent47adee414c7848f6ad898e9029205e804b9d6601 (diff)
Multiple UV and vertex color layers: (still work in progress)
These can be created and deleted in the Mesh panel in the same place as before. There is always one active UV and vertex color layer, that is edited and displayed. Important things to do: - Render engine, material support - Multires and NMesh now lose non active layers Also CustomData changes to support muliple layers of the same type, and changes to layer allocation, updated documentation is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Diffstat (limited to 'source/blender/include/BDR_editface.h')
-rw-r--r--source/blender/include/BDR_editface.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/source/blender/include/BDR_editface.h b/source/blender/include/BDR_editface.h
index 5501709914e..edb54325ff4 100644
--- a/source/blender/include/BDR_editface.h
+++ b/source/blender/include/BDR_editface.h
@@ -40,7 +40,6 @@ struct MCol;
struct MTFace *get_active_tface(struct MCol **mcol);
void calculate_uv_map(unsigned short mapmode);
void default_uv(float uv[][2], float size);
-void default_tface(struct MTFace *tface);
void make_tfaces(struct Mesh *me);
void reveal_tface(void);
void hide_tface(void);