The algorithm used before to split up the mesh before unwrapping was based on vertices, resulting in leakage in some setups. Now it's edge based, allowing to select only two edges of a triangle, and not automatically selecting the third.
42 lines
1.4 KiB
C++
42 lines
1.4 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef BDR_UNWRAPPER_H
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#define BDR_UNWRAPPER_H
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void set_seamtface(); /* set TF_SEAM flags in tfaces */
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void unwrap_lscm(); /* unwrap selected tfaces */
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void select_linked_tfaces_with_seams();
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#endif /* BDR_UNWRAPPER_H */
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