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authorCampbell Barton <campbell@blender.org>2022-01-18 05:05:07 +0300
committerCampbell Barton <campbell@blender.org>2022-01-18 06:13:58 +0300
commit20df402adc871a76cd98f7de116c48bebd151ce3 (patch)
tree7265aa7b2b4147f860697209ac15a32daf2744a3 /source/blender/render
parent7220897280e285305d8ab908a3ca95f8311dfa3e (diff)
Cleanup: move docs to definition
Diffstat (limited to 'source/blender/render')
-rw-r--r--source/blender/render/RE_texture_margin.h9
-rw-r--r--source/blender/render/intern/texture_margin.cc10
2 files changed, 9 insertions, 10 deletions
diff --git a/source/blender/render/RE_texture_margin.h b/source/blender/render/RE_texture_margin.h
index 0533b93a286..3fb151bbedd 100644
--- a/source/blender/render/RE_texture_margin.h
+++ b/source/blender/render/RE_texture_margin.h
@@ -32,6 +32,15 @@ struct MLoopUV;
struct ImBuf;
struct DerivedMesh;
+/**
+ * Generate a margin around the textures uv islands by copying pixels from the adjacent polygon.
+ *
+ * \param ibuf: the texture image.
+ * \param mask: pixels with a mask value of 1 are not written to.
+ * \param margin: the size of the margin in pixels.
+ * \param me: the mesh to use the polygons of.
+ * \param mloopuv: the uv data to use.
+ */
void RE_generate_texturemargin_adjacentfaces(
struct ImBuf *ibuf, char *mask, const int margin, struct Mesh const *me, char const *uv_layer);
diff --git a/source/blender/render/intern/texture_margin.cc b/source/blender/render/intern/texture_margin.cc
index 3798d7dbe87..31aa16ac3f4 100644
--- a/source/blender/render/intern/texture_margin.cc
+++ b/source/blender/render/intern/texture_margin.cc
@@ -544,16 +544,6 @@ static void generate_margin(ImBuf *ibuf,
} // namespace blender::render::texturemargin
-/**
- * Generate a margin around the textures uv islands by copying pixels from the adjacent polygon.
- *
- * \param ibuf: the texture image.
- * \param mask: pixels with a mask value of 1 are not written to.
- * \param margin: the size of the margin in pixels.
- * \param me: the mesh to use the polygons of.
- * \param mloopuv: the uv data to use.
- */
-
void RE_generate_texturemargin_adjacentfaces(
ImBuf *ibuf, char *mask, const int margin, const Mesh *me, char const *uv_layer)
{