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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@@ -255,14 +255,17 @@ int join_mesh(void)
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memset(&edata, 0, sizeof(edata));
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memset(&fdata, 0, sizeof(fdata));
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mvertmain= mvert= CustomData_add_layer(&vdata, CD_MVERT, 0, NULL, totvert);
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medgemain= medge= CustomData_add_layer(&edata, CD_MEDGE, 0, NULL, totedge);
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mfacemain= mface= CustomData_add_layer(&fdata, CD_MFACE, 0, NULL, totface);
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mvert= CustomData_add_layer(&vdata, CD_MVERT, CD_CALLOC, NULL, totvert);
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medge= CustomData_add_layer(&edata, CD_MEDGE, CD_CALLOC, NULL, totedge);
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mface= CustomData_add_layer(&fdata, CD_MFACE, CD_CALLOC, NULL, totface);
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mvertmain= mvert;
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medgemain= medge;
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mfacemain= mface;
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/* inverse transorm all selected meshes in this object */
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Mat4Invert(imat, ob->obmat);
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vertofs= 0;
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edgeofs= 0;
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faceofs= 0;
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