Multiple UV and vertex color layers: (still work in progress)
These can be created and deleted in the Mesh panel in the same place as before. There is always one active UV and vertex color layer, that is edited and displayed. Important things to do: - Render engine, material support - Multires and NMesh now lose non active layers Also CustomData changes to support muliple layers of the same type, and changes to layer allocation, updated documentation is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
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@@ -74,6 +74,7 @@
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#include "BIF_interface.h"
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#include "BIF_mywindow.h"
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#include "BIF_toolbox.h"
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#include "BIF_resources.h"
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#include "BIF_screen.h"
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#include "BIF_gl.h"
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#include "BIF_graphics.h"
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@@ -607,33 +608,13 @@ void default_uv(float uv[][2], float size)
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uv[3][1]= size+dy;
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}
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void default_tface(MTFace *tface)
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{
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default_uv(tface->uv, 1.0);
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tface->mode= TF_TEX;
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tface->mode= 0;
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tface->flag= TF_SELECT;
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tface->tpage= 0;
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tface->mode |= TF_DYNAMIC;
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}
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void make_tfaces(Mesh *me)
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{
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MTFace *tf;
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int a;
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if(me->mtface)
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return;
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me->mtface= CustomData_add_layer(&me->fdata, CD_MTFACE, 0, 0, me->totface);
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tf= me->mtface;
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for (a=0; a<me->totface; a++, tf++)
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default_tface(tf);
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if(!me->mtface)
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me->mtface= CustomData_add_layer(&me->fdata, CD_MTFACE, CD_DEFAULT,
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NULL, me->totface);
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}
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void reveal_tface()
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{
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Mesh *me;
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@@ -1547,7 +1528,7 @@ static int texpaint_projected_verts(Object *ob, MFace *mf, MTFace *tf, MVert *mv
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persp(PERSP_VIEW);
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/* get the need opengl matrices */
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/* get the needed opengl matrices */
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glGetIntegerv(GL_VIEWPORT, view);
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glGetDoublev(GL_MODELVIEW_MATRIX, model);
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glGetDoublev(GL_PROJECTION_MATRIX, proj);
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