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author | Campbell Barton <ideasman42@gmail.com> | 2012-02-27 01:32:20 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2012-02-27 01:32:20 +0400 |
commit | 7068fee2dd7e7630ad5aa37971071ab7ac4baeb0 (patch) | |
tree | 5af0ad5c75205e497865e5a90daf5fcaef1ebec3 /source/gameengine | |
parent | 5cfab7f52131b506ac1b138305aad34b7ca6e8e0 (diff) |
fix for a bmesh glitch when making a face (Fkey).
On a place, Ctrl+T, Fkey would create a quad overlapping the 2 Tris.
Now this case is checked for in a general way - if the bounds of the face are already filled in with faces (that _only_ use these edges-verts), then dont create the face.
This is an option for the 'edgenet_fill' operator, since creating the face isnt incorrect, just not-what-you-want mostly.
added functions
* BM_edge_share_vert - returns shared vert between 2 edges.
* BM_face_exists_multi, BM_face_exists_multi_edge - check if existing faces fill the edge bounds.
* also add BM_ELEM_INTERNAL_TAG so low level functions can tag without conflicting with higher level functions that also rely on tagging elements.
Diffstat (limited to 'source/gameengine')
0 files changed, 0 insertions, 0 deletions