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blender-archive/source/blender/render/RE_texture_margin.h
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

39 lines
1.0 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2001-2002 NaN Holding BV. All rights reserved. */
#pragma once
/** \file
* \ingroup bke
*/
#ifdef __cplusplus
extern "C" {
#endif
struct DerivedMesh;
struct IMBuf;
struct ImBuf;
struct MLoopUV;
struct Mesh;
/**
* Generate a margin around the textures uv islands by copying pixels from the adjacent polygon.
*
* \param ibuf: the texture image.
* \param mask: pixels with a mask value of 1 are not written to.
* \param margin: the size of the margin in pixels.
* \param me: the mesh to use the polygons of.
* \param mloopuv: the uv data to use.
*/
void RE_generate_texturemargin_adjacentfaces(
struct ImBuf *ibuf, char *mask, const int margin, struct Mesh const *me, char const *uv_layer);
void RE_generate_texturemargin_adjacentfaces_dm(struct ImBuf *ibuf,
char *mask,
const int margin,
struct DerivedMesh *dm);
#ifdef __cplusplus
}
#endif