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Diffstat (limited to 'source/blender/editors/mesh/editmesh_tools.c')
-rw-r--r--source/blender/editors/mesh/editmesh_tools.c18
1 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/editors/mesh/editmesh_tools.c b/source/blender/editors/mesh/editmesh_tools.c
index 1a14fad8650..999d5b278ee 100644
--- a/source/blender/editors/mesh/editmesh_tools.c
+++ b/source/blender/editors/mesh/editmesh_tools.c
@@ -3080,7 +3080,7 @@ static void bm_mesh_hflag_flush_vert(BMesh *bm, const char hflag)
* \note This could be used for split-by-material for non mesh types.
* \note This could take material data from another object or args.
*/
-static void mesh_separate_material_assign_mat_nr(Object *ob, const short mat_nr)
+static void mesh_separate_material_assign_mat_nr(Main *bmain, Object *ob, const short mat_nr)
{
ID *obdata = ob->data;
@@ -3116,18 +3116,18 @@ static void mesh_separate_material_assign_mat_nr(Object *ob, const short mat_nr)
ma_obdata = NULL;
}
- BKE_material_clear_id(obdata, true);
- BKE_material_resize_object(ob, 1, true);
- BKE_material_resize_id(obdata, 1, true);
+ BKE_material_clear_id(bmain, obdata, true);
+ BKE_material_resize_object(bmain, ob, 1, true);
+ BKE_material_resize_id(bmain, obdata, 1, true);
ob->mat[0] = ma_ob;
ob->matbits[0] = matbit;
(*matarar)[0] = ma_obdata;
}
else {
- BKE_material_clear_id(obdata, true);
- BKE_material_resize_object(ob, 0, true);
- BKE_material_resize_id(obdata, 0, true);
+ BKE_material_clear_id(bmain, obdata, true);
+ BKE_material_resize_object(bmain, ob, 0, true);
+ BKE_material_resize_id(bmain, obdata, 0, true);
}
}
@@ -3162,7 +3162,7 @@ static bool mesh_separate_material(Main *bmain, Scene *scene, Base *base_old, BM
/* leave the current object with some materials */
if (tot == bm_old->totface) {
- mesh_separate_material_assign_mat_nr(base_old->object, mat_nr);
+ mesh_separate_material_assign_mat_nr(bmain, base_old->object, mat_nr);
/* since we're in editmode, must set faces here */
BM_ITER_MESH (f, &iter, bm_old, BM_FACES_OF_MESH) {
@@ -3174,7 +3174,7 @@ static bool mesh_separate_material(Main *bmain, Scene *scene, Base *base_old, BM
/* Move selection into a separate object */
base_new = mesh_separate_tagged(bmain, scene, base_old, bm_old);
if (base_new) {
- mesh_separate_material_assign_mat_nr(base_new->object, mat_nr);
+ mesh_separate_material_assign_mat_nr(bmain, base_new->object, mat_nr);
}
result |= (base_new != NULL);