UVEdit: Port texpaint_loop_wire to batch request
This removes code duplication and put an end to the old "create at request" batch creation. Also it uses the same vbo as the uv layer used for shading. Reducing VRAM usage. Also fixes the modified uv display in uv edit mode.
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@@ -139,12 +139,11 @@ struct GPUBatch *DRW_mesh_batch_cache_get_edituv_faces(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edituv_edges(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edituv_verts(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edituv_facedots(struct Mesh *me);
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/* For Image UV editor. */
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struct GPUBatch *DRW_mesh_batch_cache_get_uv_edges(struct Mesh *me);
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void DRW_mesh_cache_sculpt_coords_ensure(struct Mesh *me);
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/* For Image UV editor. */
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struct GPUBatch *DRW_mesh_batch_cache_get_texpaint_loop_wire(struct Mesh *me);
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/* Edit mesh bitflags (is this the right place?) */
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enum {
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