Age | Commit message (Collapse) | Author |
|
Current redraw options also did an unnecessary normal recalculation on
updated nodes.
Also, for the box and lasso mask only push an undo node if any vertex
has actually been influenced.
|
|
sculpting, store offset directly.
|
|
|
|
hides that an arg passed is really an array which may be modified by other functions.
|
|
|
|
was renamed fairly recently but other similar iterators not negated
like this, would prefer to keep it as it was
|
|
also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
|
|
always used in that context so we can at least avoid reverting it twice
:p.
|
|
Fixes the sculpt object being incorrectly clipped during drawing due
to an out-of-date bounding box making it seem that the object had gone
outside the view.
Added a BKE_pbvh function to get the top-level bounding box. In
sculpt_flush_update(), where the PBVH bounds are updated, the result
is copied to the object's bounding box.
Fixes bug [#33790]
projects.blender.org/tracker/?func=detail&aid=33790&group_id=9&atid=498
|
|
|
|
|
|
|
|
This adds an override to the CDDM edge drawing function that switches
to GPU_Buffers drawing for PBVHes of type PBVH_BMESH.
Within the GPU_Buffers code, glPolygonMode() is used to draw lines
instead of faces.
|
|
* Add BLI_pbvh_build_bmesh(), similar to the other PBVH builders but
specialized for BMesh. Whereas the PBVH leaf nodes for mesh and
grids only store a start-index and count into the primitive indices
array, the BMesh version uses GHashes to store the full set of faces
and vertices in leaf nodes
* Update PBVH iterator to handle BMesh
* Make some of the pbvh.c functions non-static so they can be used by
the new pbvh_bmesh code
* The BLI_pbvh_bmesh_update_topology() function is the main reason for
adding BMesh support to the PBVH. This function is used during a
sculpt stroke to dynamically collapse edges that are particular
short and subdivide edges that are particularly long.
|
|
* This doesn't make much difference for regular mesh/multires
sculpting, but for dynamic topology sculpting the undo stack isn't
split up by PBVH nodes, so it's more convenient to store the layer
data in PBVH nodes.
* Note that the life cycle of the layer displacement data is
unchanged -- it's only valid during a stroke with the layer brush,
gets free'd when the undo step ends.
|
|
in vertex paint, just pass the mesh.
|
|
now blenlib/BLI doesn't depend on any blenkern/BKE functions,
there are still some bad level includes but these are only to access G.background and the blender version define.
|