From f1e68474e051667b85ac804bded8fa2c8e0ff374 Mon Sep 17 00:00:00 2001 From: Sergey Sharybin Date: Tue, 25 Aug 2015 15:05:28 +0200 Subject: OpenSubdiv: Support for multiple materials in solid shading mode Implementation is less optimal compared to non-opensubdiv drawing but it is now as good as we can do it without affecting on how patches are being created by OpenSubdiv. --- source/blender/blenkernel/intern/CCGSubSurf.h | 6 ++++++ 1 file changed, 6 insertions(+) (limited to 'source/blender/blenkernel/intern/CCGSubSurf.h') diff --git a/source/blender/blenkernel/intern/CCGSubSurf.h b/source/blender/blenkernel/intern/CCGSubSurf.h index e9ad4c52531..a825cffe7a0 100644 --- a/source/blender/blenkernel/intern/CCGSubSurf.h +++ b/source/blender/blenkernel/intern/CCGSubSurf.h @@ -215,6 +215,12 @@ bool ccgSubSurf_prepareGLMesh(CCGSubSurf *ss, bool use_osd_glsl); void ccgSubSurf_drawGLMesh(CCGSubSurf *ss, bool fill_quads, int start_partition, int num_partitions); +/* Get number of base faces in a particular GL mesh. */ +int ccgSubSurf_getNumGLMeshBaseFaces(CCGSubSurf *ss); + +/* Get number of vertices in base faces in a particular GL mesh. */ +int ccgSubSurf_getNumGLMeshBaseFaceVerts(CCGSubSurf *ss, int face); + /* Controls whether CCG are needed (Cmeaning CPU evaluation) or fully GPU compute * and draw is allowed. */ -- cgit v1.2.3