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RE_texture_margin.h « render « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/* SPDX-License-Identifier: GPL-2.0-or-later
 * Copyright 2001-2002 NaN Holding BV. All rights reserved. */
#pragma once

/** \file
 * \ingroup bke
 */

#ifdef __cplusplus
extern "C" {
#endif

struct DerivedMesh;
struct IMBuf;
struct ImBuf;
struct MLoopUV;
struct Mesh;

/**
 * Generate a margin around the textures uv islands by copying pixels from the adjacent polygon.
 *
 * \param ibuf: the texture image.
 * \param mask: pixels with a mask value of 1 are not written to.
 * \param margin: the size of the margin in pixels.
 * \param me: the mesh to use the polygons of.
 * \param uv_layer: The UV layer to use.
 */
void RE_generate_texturemargin_adjacentfaces(struct ImBuf *ibuf,
                                             char *mask,
                                             int margin,
                                             struct Mesh const *me,
                                             char const *uv_layer,
                                             const float uv_offset[2]);

void RE_generate_texturemargin_adjacentfaces_dm(
    struct ImBuf *ibuf, char *mask, int margin, struct DerivedMesh *dm, const float uv_offset[2]);

#ifdef __cplusplus
}
#endif