DrawManager: UV Stretching
Calculating UV Stretching on large meshes showed garbage. The reason is that the calculation is not thread save. Temporarily disable threading for UV Stretching
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@@ -2822,8 +2822,8 @@ static void compute_normalize_edge_vectors(float auv[2][2],
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float av[2][3],
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const float uv[2],
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const float uv_prev[2],
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const float co[2],
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const float co_prev[2])
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const float co[3],
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const float co_prev[3])
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{
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/* Move previous edge. */
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copy_v2_v2(auv[0], auv[1]);
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@@ -2986,7 +2986,7 @@ static const MeshExtract extract_stretch_angle = {
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NULL,
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extract_stretch_angle_finish,
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0,
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true,
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false,
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};
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/** \} */
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