From 93f1d76bf0eb5bcae43ffda4022c3d2018962994 Mon Sep 17 00:00:00 2001 From: Jeroen Bakker Date: Fri, 30 Aug 2019 16:14:59 +0200 Subject: DrawManager: UV Stretching Calculating UV Stretching on large meshes showed garbage. The reason is that the calculation is not thread save. Temporarily disable threading for UV Stretching --- source/blender/draw/intern/draw_cache_extract_mesh.c | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/source/blender/draw/intern/draw_cache_extract_mesh.c b/source/blender/draw/intern/draw_cache_extract_mesh.c index 086205ee760..d952965de35 100644 --- a/source/blender/draw/intern/draw_cache_extract_mesh.c +++ b/source/blender/draw/intern/draw_cache_extract_mesh.c @@ -2822,8 +2822,8 @@ static void compute_normalize_edge_vectors(float auv[2][2], float av[2][3], const float uv[2], const float uv_prev[2], - const float co[2], - const float co_prev[2]) + const float co[3], + const float co_prev[3]) { /* Move previous edge. */ copy_v2_v2(auv[0], auv[1]); @@ -2986,7 +2986,7 @@ static const MeshExtract extract_stretch_angle = { NULL, extract_stretch_angle_finish, 0, - true, + false, }; /** \} */ -- cgit v1.2.3