Add tessellation data to DerivedMesh (LoopTri)
This stores loop indices into the loop array giving easier acess to data such as vertex-colors and UV's, removing the need to store an MFace duplicate of custom-data. This doesn't yet move all internal code from MFace to LoopTri just yet. Only applies to: - opengl drawing - sculpting (pbvh) - vertex/weight paint Thanks to @psy-fi for review, fixes and improvements to drawing!
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@@ -212,9 +212,12 @@ void GPU_interleaved_attrib_unbind(void);
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typedef struct GPU_PBVH_Buffers GPU_PBVH_Buffers;
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/* build */
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GPU_PBVH_Buffers *GPU_build_mesh_pbvh_buffers(const int (*face_vert_indices)[4],
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const struct MFace *mface, const struct MVert *mvert,
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const int *face_indices, int totface);
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GPU_PBVH_Buffers *GPU_build_mesh_pbvh_buffers(
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const int (*face_vert_indices)[4],
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const struct MPoly *mpoly, const struct MLoop *mloop, const struct MLoopTri *looptri,
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const struct MVert *verts,
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const int *face_indices,
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const int face_indices_len);
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GPU_PBVH_Buffers *GPU_build_grid_pbvh_buffers(int *grid_indices, int totgrid,
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unsigned int **grid_hidden, int gridsize, const struct CCGKey *key);
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