Fix #104730: Suppress using anonymous UV layers for rendering #105192
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@ -519,8 +519,6 @@ void CustomData_set_layer_stencil_index(struct CustomData *data, int type, int n
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void CustomData_set_layer_flag(struct CustomData *data, int type, int flag);
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void CustomData_clear_layer_flag(struct CustomData *data, int type, int flag);
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void CustomData_bmesh_set_default(struct CustomData *data, void **block);
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void CustomData_bmesh_free_block(struct CustomData *data, void **block);
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void CustomData_bmesh_alloc_block(struct CustomData *data, void **block);
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@ -2690,7 +2690,7 @@ bool CustomData_layer_is_anonymous(const struct CustomData *data, int type, int
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{
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const int layer_index = CustomData_get_layer_index_n(data, type, n);
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BLI_assert(layer_index >=0);
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BLI_assert(layer_index >= 0);
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return data->layers[layer_index].anonymous_id != nullptr;
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}
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Reference in New Issue
Can this be implemented with
CustomData_get_layer_index_n
?