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Diffstat (limited to 'source/blender/blenkernel/intern/mesh.cc')
-rw-r--r--source/blender/blenkernel/intern/mesh.cc10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/blenkernel/intern/mesh.cc b/source/blender/blenkernel/intern/mesh.cc
index 84fc9005d53..6b99085ea28 100644
--- a/source/blender/blenkernel/intern/mesh.cc
+++ b/source/blender/blenkernel/intern/mesh.cc
@@ -1343,7 +1343,7 @@ void BKE_mesh_material_index_remove(Mesh *me, short index)
{
using namespace blender;
using namespace blender::bke;
- MutableAttributeAccessor attributes = mesh_attributes_for_write(*me);
+ MutableAttributeAccessor attributes = me->attributes_for_write();
AttributeWriter<int> material_indices = attributes.lookup_for_write<int>("material_index");
if (!material_indices) {
return;
@@ -1368,7 +1368,7 @@ bool BKE_mesh_material_index_used(Mesh *me, short index)
{
using namespace blender;
using namespace blender::bke;
- const AttributeAccessor attributes = mesh_attributes(*me);
+ const AttributeAccessor attributes = me->attributes();
const VArray<int> material_indices = attributes.lookup_or_default<int>(
"material_index", ATTR_DOMAIN_FACE, 0);
if (material_indices.is_single()) {
@@ -1382,7 +1382,7 @@ void BKE_mesh_material_index_clear(Mesh *me)
{
using namespace blender;
using namespace blender::bke;
- MutableAttributeAccessor attributes = mesh_attributes_for_write(*me);
+ MutableAttributeAccessor attributes = me->attributes_for_write();
attributes.remove("material_index");
BKE_mesh_tessface_clear(me);
@@ -1411,7 +1411,7 @@ void BKE_mesh_material_remap(Mesh *me, const uint *remap, uint remap_len)
}
}
else {
- MutableAttributeAccessor attributes = mesh_attributes_for_write(*me);
+ MutableAttributeAccessor attributes = me->attributes_for_write();
AttributeWriter<int> material_indices = attributes.lookup_for_write<int>("material_index");
if (!material_indices) {
return;
@@ -1763,7 +1763,7 @@ void BKE_mesh_count_selected_items(const Mesh *mesh, int r_count[3])
void BKE_mesh_vert_coords_get(const Mesh *mesh, float (*vert_coords)[3])
{
- blender::bke::AttributeAccessor attributes = blender::bke::mesh_attributes(*mesh);
+ blender::bke::AttributeAccessor attributes = mesh->attributes();
VArray<float3> positions = attributes.lookup_or_default(
"position", ATTR_DOMAIN_POINT, float3(0));
positions.materialize({(float3 *)vert_coords, mesh->totvert});