Age | Commit message (Collapse) | Author |
|
|
|
|
|
Own bug from rBc691551249f3. Now at least I understand why `test_index_face()` is needed for tessellated quads!
Added a bunch of comments to explain the issue, as it's far from an obvious one...
We loose some performances, but it's still much quicker than org code.
|
|
|
|
to tessellate).
The main idea is to store (during tessellation) or recreate (during tessdata update) a tessfaceverts-to-loops mapping, and then update all tessdata
in one pass, instead of calling `BKE_mesh_loops_to_mface_corners` repeatedly for all tfaces!
Differential Revision: https://developer.blender.org/D226
Reviewed by Campbell, thanks a lot!
|
|
This simply mimics code used for loopnormals, to enable py scripts to generate and access (temporary)
a tangent 3D vector and bitangent sign for each loop. Together with the split normals, this allow
to recreate a complete tangent space for normal mapping (bitangent = bitangent_sign * cross(normal, tangent)).
Expects all faces to be tri or quads.
Reviewed By: Brecht, campbellbarton
Differential Revision: https://developer.blender.org/D185
|
|
|
|
Was a silly error introduced in algo during optimization, vertices having sharp and smooth edges would only get the first poly's normal for each "smooth loop group".
Also done a (minor) optimization, and some comment fixes.
|
|
In fact, the issue was that names of mloopuv/mtespoly layers could very easily get out of sync (a simple rename was enough), while most tools (such as the UVProject modifier) expect matching layers to have the same name!
Now matching names are check on load, and renaming of a layer through RNA is guaranted to be synchronized with its counterparts.
Thanks to Brecht & Campbell for reviews.
|
|
crashes Blender
issue was mesh somehow had a mismatch of UV/texpoly layers. we may want to allow this in the future but for now sync on load just in case.
|
|
optimization guiding and code reviews!
Note the API is not yet committed, as it may need a few more checks & tweaks. ;)
|
|
rename DM_OMP_LIMIT to BKE_MESH_OMP_LIMIT and set to 0 when in debug mode, same for BM_OMP_LIMIT.
|
|
calculations) into mesh_evaluate.c.
mesh.c was over 4k lines and complex functions mixed in with general library management.
|
|
|
|
checks that every modifier gives a valid mesh (very slow) - so off by default even in debug mode.
|
|
wanted/needed, thanks to Campell for notifying me about this!
So now, their generation is controlled by a flag, else previous "simple values" group ids are generated (one per poly region, no need here to reduce the number of used IDs!).
Will update obj exporter too.
|
|
area of zero
|
|
|
|
generated coordinates on text objects.
|
|
looks like this was broken since bmesh merge.
|
|
|
|
|
|
|
|
|
|
BKE_mesh_calc_smoothgroups
|
|
|
|
|
|
indirection.
|
|
longer a convention.
|
|
the mapping functionality.
replace ED_mesh_calc_normals with BKE_mesh_calc_normals().
|
|
|
|
|
|
also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
|
|
|
|
args.
|
|
(edges selected but nothing else).
add arg to BKE_mesh_calc_edges() so selecting newly created edges is optional.
|
|
also correct odd indentation.
|
|
which doesn't do object type conversion.
|
|
use mpolys instead and simplify checks for wire edges.
Also rename BKE_mesh_from_curve() --> BKE_mesh_to_curve() since this function converts a mesh into a curve.
|
|
Issue was caused by couple of circumstances:
- Normal Map node requires tesselated faces to compute tangent space
- All temporary meshes needed for Cycles export were adding to G.main
- Undo pushes would temporary set meshes tessfaces to NULL
- Moving node will cause undo push and tree re-evaluate fr preview
All this leads to threading conflict between preview render and undo
system.
Solved it in way that all temporary meshes are adding to that exact
Main which was passed to Cycles via BlendData. This required couple
of mechanic changes like adding extra parameter to *_add() functions
and adding some *_ex() functions to make it possible RNA adds objects
to Main passed to new() RNA function.
This was tricky to pass Main to RNA function and IMO that's not so
nice to pass main to function, so ended up with such decision:
- Object.to_mesh() will add temp mesh to G.main
- Added Main.meshes.new_from_object() which does the same as to_mesh,
but adds temporary mesh to specified Main.
So now all temporary meshes needed for preview render would be added
to preview_main which does not conflict with undo pushes.
Viewport render shall not be an issue because object sync happens from
main thread in this case.
It could be some issues with final render, but that's not so much
likely to happen, so shall be fine.
Thanks to Brecht for review!
|
|
This means the deformation on the input to the modifier can be re-applied ontop of the mesh cache.
In practice this is most useful for using corrective shape-keys with mesh-cache.
|
|
render engines). Replaced generating orco_index by filling the UV loop data
directly which is easier and all that needed to be done anyway.
|
|
unless they are needed.
configurable in 'Geometry Data' panel, will be added when running crease edges transform for example.
|
|
- free_dverts -> BKE_defvert_array_free
- copy_dverts -> BKE_defvert_array_copy
also move the functions from BKE_mesh into BKE_deform
|
|
isnt fool-proof, will need more work.
|
|
|
|
currently unused.
|
|
- use DummyRNA_NULL_items to replace empty enums.
- replace calloc with malloc in copy_dverts since its copied over after.
- add wmGesture->userdata, so operators that use gestures have somewhere to store their own data (not used yet).
|
|
- use 2 omp sections for vert -> (edge, face) selection flushing.
- dont use face-loop iterator for cddm_from_bmesh_ex conversion to give some speedup (some modifiers use this).
- use float(*)[3] for functions that return coords.
|
|
when uvs are shared by more than two islands. Uv edges
usually belong to only two islands, making for much cleaner
stitches. To change between stitch modes, press TAB.
Initial mode depends on the selection mode of the image
editor. Documentation can also be found on the release wiki
|