Age | Commit message (Collapse) | Author |
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We had handling of fully duplicated polygons already, but... absolutely
nothing to sanitize partially merged polygons! This were giving us
totally invalid geometry, with duplicated vertices in single poly,
invalid edges, etc.
Now we do check for invalid loops inside polys, and generate new edges
as needed to get only valid polys.
For some reason this was a nightmare to get running fully OK, playing
with old and new indices is really, really mind breaking.
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- MTexPoly structure & layer type.
- The 'Mesh.uv_textures' layers.
- DerivedMesh TexFace drawing.
- Scripts & UI.
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Aside from some minor cleanup, this commit:
* Fixes checking twice for multiple usage of same vert by a same poly.
* Fixes handling of ME_VERT_TMP_TAG vert flag by that check (there was no guaranty
that flag was cleared for a poly's vertices before we start checking).
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In the file of the report, stencil and clone indices
have fallen out of synch with the uv/mtexpoly layers.
Looks like the file has a long history, coming from 2.49
even. Unfortunately reporter cannot recall exact steps
to reproduce, so "fix" is to patch mesh.validate to
fix those indices.
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Noisy and annoying with new gcc5...
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This is mandatory for incoming custom normal imports from io scripts, because
often geometry here is corrupted, so we need to call mesh.validate() to clean it up.
Issue is, we cannot set custom normals before geometry is clean, so we need to store
temporary plain loop normals in a CD_NORMAL layer, validate, and then set custom normals.
So we need a way to prevent 'temp' lnors to be freed by validate.
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curves' splines and texts' letters.
Useful especially for importer addons.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D650
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rename change/is_change/is_changed/modified -> changed
also use bools over int/short/char and once accidental float.
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Another Evil Typo (r) one, you could add much more than the 8 allowed VCol layers!
Note: added some (warning-only) checks in mesh validate functions, but we still have a big issue with new cdlayer merge function, which could generate more than 8 layers of UVs or VCol... Don't know yet how to handle this situation. :(
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values. from r60260
also correct some comments.
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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.
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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.
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calculations) into mesh_evaluate.c.
mesh.c was over 4k lines and complex functions mixed in with general library management.
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checks that every modifier gives a valid mesh (very slow) - so off by default even in debug mode.
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pass in the argument to reserve the size.
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remove MEM_sys_types.h which was a duplicate.
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old issue, the formulas here were never quite right, should all work ok now
with byte and float images.
Some differences:
* Colors with zero alpha from the background will never have an influence, so
you don't get alpha fringes when painting over such areas. This does give
hard edges when looking at the RGB channels alone, but there's no way to
avoid that and fringes at the same time, same behavior as other painting apps.
* Add/Subtract/Multiply/Lighten/Darken now leave the alpha channel unchanged
and work only the RGB channels, again same behavior as many other apps.
* Erase/Add alpha now compensates for premultiplied float images to keep the
straight RGB colors the same.
Next: fix projection painting.
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* Also fixed some more cases of "more then" -> "more than".
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args.
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(edges selected but nothing else).
add arg to BKE_mesh_calc_edges() so selecting newly created edges is optional.
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instead use 'exec' operator on a saved file and
invoke on unsaved files.
correct missing memset --> CustomData_reset switch too.
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Related on #31944: Blender crashes on switching to mesh edit mode
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Added back face validation to BKE_mesh_validate_arrays.
This is needed because some addons (like OBJ importer) are reading
tessfaces and then converting them to ngons and validation of tessfaces
is needed before such a conversion.
Validation of faces would happen only if there's no polys in mesh.
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with ';' like normal function.
... without this some editors dont parse the source so well.
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- style - multi-line ifs move braces onto new lines.
- iterators - convert some to macros, other split up and move brace.
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