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).
This commit is contained in:
2022-05-23 12:43:28 +10:00
parent 1e882b8657
commit ad33e68348
6 changed files with 32 additions and 34 deletions

View File

@@ -536,12 +536,12 @@ void ED_mesh_geometry_clear(struct Mesh *mesh);
void ED_mesh_update(struct Mesh *mesh, struct bContext *C, bool calc_edges, bool calc_edges_loose);
void ED_mesh_uv_texture_ensure(struct Mesh *me, const char *name);
int ED_mesh_uv_texture_add(
void ED_mesh_uv_ensure(struct Mesh *me, const char *name);
int ED_mesh_uv_add(
struct Mesh *me, const char *name, bool active_set, bool do_init, struct ReportList *reports);
bool ED_mesh_uv_texture_remove_index(struct Mesh *me, int n);
bool ED_mesh_uv_texture_remove_active(struct Mesh *me);
bool ED_mesh_uv_texture_remove_named(struct Mesh *me, const char *name);
bool ED_mesh_uv_remove_index(struct Mesh *me, int n);
bool ED_mesh_uv_remove_active(struct Mesh *me);
bool ED_mesh_uv_remove_named(struct Mesh *me, const char *name);
void ED_mesh_uv_loop_reset(struct bContext *C, struct Mesh *me);
/**
* Without a #bContext, called when UV-editing.