- 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.
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