Edit Mesh: pass in Mesh instead of BMEditMesh to EDBM_update_generic

This avoids a list lookup in Main (recently added), passing in a mesh
instead of an edit-mesh, since the mesh links to the edit-mesh.
This commit is contained in:
2020-01-07 22:11:19 +11:00
parent cb1f48ab7f
commit c128b30bd1
24 changed files with 136 additions and 142 deletions

View File

@@ -270,7 +270,7 @@ static void mouse_mesh_shortest_path_vert(Scene *UNUSED(scene),
}
}
EDBM_update_generic(em, false, false);
EDBM_update_generic(obedit->data, false, false);
}
/** \} */
@@ -474,7 +474,7 @@ static void mouse_mesh_shortest_path_edge(Scene *scene,
}
}
EDBM_update_generic(em, false, false);
EDBM_update_generic(obedit->data, false, false);
if (op_params->edge_mode == EDGE_MODE_TAG_SEAM) {
ED_uvedit_live_unwrap(scene, &obedit, 1);
@@ -591,7 +591,7 @@ static void mouse_mesh_shortest_path_face(Scene *UNUSED(scene),
BM_mesh_active_face_set(bm, f_dst_last);
}
EDBM_update_generic(em, false, false);
EDBM_update_generic(obedit->data, false, false);
}
/** \} */