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authorJeroen Bakker <j.bakker@atmind.nl>2020-05-18 12:11:13 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2020-05-19 11:12:57 +0300
commitcddfa7a449d22b3a680ea5e08381d6c621397e7a (patch)
treeca3414821ec0e633d5a7c14ea36c1ac48ac45b9e /source/blender/modifiers
parentb96ccb5126b29fa9ff014103e350cfa3c94d376a (diff)
Fix T72729: Mask Modifier Loose Edges Not Shown
When using the mask modifier loose edges could be added to the mesh. These edges weren't marked as loose edges and wasn't picked up by other areas of blender. This fix recalculates the loose edges so they have the correct flag `ME_LOOSE_EDGE`. Reviewed By: Sybren Stüvel Differential Revision: https://developer.blender.org/D7766
Diffstat (limited to 'source/blender/modifiers')
-rw-r--r--source/blender/modifiers/intern/MOD_mask.cc1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/modifiers/intern/MOD_mask.cc b/source/blender/modifiers/intern/MOD_mask.cc
index 3bdb5a3fd54..e5cba7fc601 100644
--- a/source/blender/modifiers/intern/MOD_mask.cc
+++ b/source/blender/modifiers/intern/MOD_mask.cc
@@ -366,6 +366,7 @@ static Mesh *applyModifier(ModifierData *md, const ModifierEvalContext *ctx, Mes
copy_masked_polys_to_new_mesh(
*mesh, *result, vertex_map, edge_map, masked_poly_indices, new_loop_starts);
+ BKE_mesh_calc_edges_loose(result);
/* Tag to recalculate normals later. */
result->runtime.cd_dirty_vert |= CD_MASK_NORMAL;