Age | Commit message (Collapse) | Author |
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gives the index of a vertex in a looptri
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Made link-select separate front/back with projected UV's
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Caused by own commit that changed island detection code. In the case of
modifiers we don't want to take winding information into account, but
left the code since there are use cases (like painting) which could use
this.
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This is the (big!) core of mesh transfer data, it defines a set of structures
to represent a mapping of mesh elements (verts, edges, polys of loops) between
two arbitrary meshes, and code to compute such mappings.
No similarity is required between source and destination meshes (though results
when using complete different meshes are rather unlikely to be useful!).
This code is not bound to data transfer, it is defined to be as generic as possible,
and easy to reuse or extend as needs arise.
Several methods of mapping generation are defined for each element type,
we probably will have to adjust that in future (remove useless ones, add
new ones...).
For loops, you can also define islands (for UVs e.g.) so that loops of a same
destination polygon do not 'spread' across several source islands.
Heavily reviewed and enhanced by Campbell, thanks a lot!
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- ensure GET_INT_FROM_POINTER us only used to get values
- rename STACK_POP_ELSE -> STACK_POP_DEFAULT
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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!
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This API function lets original data loop over its derived data,
Use for vertex paint, replacing custom function.
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