Cleanup: remove "texture" from ED_mesh_uv_texture_* funcitons
This name made sense when UV's and textures were stored in the same layer (MTFace & TFace).
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@@ -536,12 +536,12 @@ void ED_mesh_geometry_clear(struct Mesh *mesh);
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void ED_mesh_update(struct Mesh *mesh, struct bContext *C, bool calc_edges, bool calc_edges_loose);
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void ED_mesh_uv_texture_ensure(struct Mesh *me, const char *name);
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int ED_mesh_uv_texture_add(
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void ED_mesh_uv_ensure(struct Mesh *me, const char *name);
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int ED_mesh_uv_add(
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struct Mesh *me, const char *name, bool active_set, bool do_init, struct ReportList *reports);
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bool ED_mesh_uv_texture_remove_index(struct Mesh *me, int n);
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bool ED_mesh_uv_texture_remove_active(struct Mesh *me);
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bool ED_mesh_uv_texture_remove_named(struct Mesh *me, const char *name);
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bool ED_mesh_uv_remove_index(struct Mesh *me, int n);
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bool ED_mesh_uv_remove_active(struct Mesh *me);
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bool ED_mesh_uv_remove_named(struct Mesh *me, const char *name);
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void ED_mesh_uv_loop_reset(struct bContext *C, struct Mesh *me);
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/**
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* Without a #bContext, called when UV-editing.
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