WIP: uv-simple-select #1

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Chris Blackbourn wants to merge 182 commits from uv-simple-select into main

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3 changed files with 5 additions and 5 deletions
Showing only changes of commit a2a470d2df - Show all commits

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@ -101,7 +101,7 @@ void GeometryExporter::operator()(Object *ob)
createLooseEdgeList(ob, me, geom_id); createLooseEdgeList(ob, me, geom_id);
/* Only create Polylists if number of faces > 0 */ /* Only create poly-lists if number of faces > 0. */
if (me->totface > 0) { if (me->totface > 0) {
/* XXX slow */ /* XXX slow */
if (ob->totcol) { if (ob->totcol) {

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@ -186,7 +186,7 @@ int OBJMesh::ith_smooth_group(const int poly_index) const
void OBJMesh::ensure_mesh_normals() const void OBJMesh::ensure_mesh_normals() const
{ {
/* Const cast can be removed when calculating face corner normals lazily is possible. */ /* Constant cast can be removed when calculating face corner normals lazily is possible. */
BKE_mesh_calc_normals_split(const_cast<Mesh *>(export_mesh_)); BKE_mesh_calc_normals_split(const_cast<Mesh *>(export_mesh_));
} }

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@ -62,11 +62,11 @@ static int gpu_shader_bump(GPUMaterial *mat,
/* TODO (Miguel Pozo): /* TODO (Miguel Pozo):
* Currently, this doesn't compute the actual differentials, just the height at dX and dY * Currently, this doesn't compute the actual differentials, just the height at dX and dY
* offsets. The actual differentials are computed inside the GLSL node_bump function by * offsets. The actual differentials are computed inside the GLSL node_bump function by
* substracting the height input. This avoids redundant computations when the height input is * subtracting the height input. This avoids redundant computations when the height input is
* also needed by regular nodes as part in the main function (See #103903 for context). * also needed by regular nodes as part in the main function (See #103903 for context).
* A better option would be to add a "value" input socket (in this case the height) to the * A better option would be to add a "value" input socket (in this case the height) to the
* differentiate node, but currently this kind of intermediate nodes are pruned in the codegen * differentiate node, but currently this kind of intermediate nodes are pruned in the
* process (see #104265), so we need to fix that first. */ * code generation process (see #104265), so we need to fix that first. */
GPUNodeLink *dheight = GPU_differentiate_float_function(height_function); GPUNodeLink *dheight = GPU_differentiate_float_function(height_function);
float invert = (node->custom1) ? -1.0 : 1.0; float invert = (node->custom1) ? -1.0 : 1.0;