Metaball: Evaluate metaball objects as mesh components
With the ultimate goal of simplifying drawing and evaluation, this patch makes the following changes and removes code: - Use `Mesh` instead of `DispList` for evaluated basis metaballs. - Remove all `DispList` drawing code, which is now unused. - Simplify code that converts evaluated metaballs to meshes. - Store the evaluated mesh in the evaluated geometry set. This has the following indirect benefits: - Evaluated meshes from metaball objects can be used in geometry nodes. - Renderers can ignore evaluated metaball objects completely - Cycles rendering no longer has to convert to mesh from `DispList`. - We get closer to removing `DispList` completely. - Optimizations to mesh rendering will also apply to metaball objects. The vertex normals on the evaluated mesh are technically invalid; the regular calculation wouldn't reproduce them. Metaball objects don't support modifiers though, so it shouldn't be a problem. Eventually we can support per-vertex custom normals (T93551). Differential Revision: https://developer.blender.org/D14593
This commit is contained in:
@@ -417,7 +417,6 @@ bool DRW_object_is_flat(Object *ob, int *r_axis)
|
||||
OB_CURVES_LEGACY,
|
||||
OB_SURF,
|
||||
OB_FONT,
|
||||
OB_MBALL,
|
||||
OB_CURVES,
|
||||
OB_POINTCLOUD,
|
||||
OB_VOLUME)) {
|
||||
|
||||
Reference in New Issue
Block a user