- removed DerivedMesh.drawLooseEdges and replaced with much more
general drawEdgesFlag function that draws based edge flags.
- switch DerivedMesh.drawFacesTex to give user control over which
faces are drawn
- added object_uvs_changed and object_tface_flags_changed functions
to do object recalc flag flush/redraw queueing and added calls
in appropriate places
- added various edge flags to mark TFace information. This is used
by the drawEdgesFlag routine and was the best way I could come
up with to deal with drawing TFace information from modifier stack.
Unfortunate side effects are (1) uses a lot of MEdge flags (although
not needed in file so thats fine) and (2) requires recalculation
of modifier stack on UV selection changes. #2 is disappointing
but I could not find a better solution.
- update UV mesh shadow drawing to use modifier result. At the moment
just uses the final result but probably should be integrated with
the editmode cage option.
- convert draw_tfaces3D to use drawEdgesFlag routine which cleaned
up the code quite a bit.
- convert draw_tface_mesh to draw using result of modifier stack.
Same comment about which result actually gets draw in FACESELECT
mode as for UV editor shadow drawing applies.
There is a still a bug in that selection is using the wrong
mesh to draw.
(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac
Kent
--
mein@cs.umn.edu