forked from bartvdbraak/blender
Remove MTFace DM_paint_uvlayer_active_get func
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67acde92bb
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@ -615,8 +615,7 @@ void DM_ensure_looptri(DerivedMesh *dm);
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void DM_update_tessface_data(DerivedMesh *dm);
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void DM_update_materials(DerivedMesh *dm, struct Object *ob);
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struct MTFace *DM_paint_uvlayer_active_get(DerivedMesh *dm, int mat_nr);
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struct MLoopUV *DM_paint_uvlayer_active_get_mloopuv(DerivedMesh *dm, int mat_nr);
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struct MLoopUV *DM_paint_uvlayer_active_get(DerivedMesh *dm, int mat_nr);
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void DM_interp_vert_data(
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struct DerivedMesh *source, struct DerivedMesh *dest,
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@ -576,30 +576,7 @@ void DM_update_materials(DerivedMesh *dm, Object *ob)
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}
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}
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MTFace *DM_paint_uvlayer_active_get(DerivedMesh *dm, int mat_nr)
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{
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MTFace *tf_base;
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BLI_assert(mat_nr < dm->totmat);
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if (dm->mat[mat_nr] && dm->mat[mat_nr]->texpaintslot &&
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dm->mat[mat_nr]->texpaintslot[dm->mat[mat_nr]->paint_active_slot].uvname)
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{
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tf_base = CustomData_get_layer_named(&dm->faceData, CD_MTFACE,
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dm->mat[mat_nr]->texpaintslot[dm->mat[mat_nr]->paint_active_slot].uvname);
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/* This can fail if we have changed the name in the UV layer list and have assigned the old name in the material
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* texture slot.*/
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if (!tf_base)
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tf_base = CustomData_get_layer(&dm->faceData, CD_MTFACE);
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}
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else {
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tf_base = CustomData_get_layer(&dm->faceData, CD_MTFACE);
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}
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return tf_base;
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}
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MLoopUV *DM_paint_uvlayer_active_get_mloopuv(DerivedMesh *dm, int mat_nr)
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MLoopUV *DM_paint_uvlayer_active_get(DerivedMesh *dm, int mat_nr)
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{
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MLoopUV *uv_base;
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@ -1384,7 +1384,7 @@ static void cdDM_buffer_copy_uv_texpaint(
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uv_base = MEM_mallocN(totmaterial * sizeof(*uv_base), "texslots");
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for (i = 0; i < totmaterial; i++) {
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uv_base[i] = DM_paint_uvlayer_active_get_mloopuv(dm, i);
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uv_base[i] = DM_paint_uvlayer_active_get(dm, i);
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}
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stencil = CustomData_get_stencil_layer(&dm->loopData, CD_MLOOPUV);
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@ -2050,7 +2050,7 @@ static void ccgDM_buffer_copy_uv_texpaint(
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mloopuv_base = MEM_mallocN(totmaterial * sizeof(*mloopuv_base), "texslots");
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for (i = 0; i < totmaterial; i++) {
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mloopuv_base[i] = DM_paint_uvlayer_active_get_mloopuv(dm, i);
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mloopuv_base[i] = DM_paint_uvlayer_active_get(dm, i);
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}
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stencil = CustomData_get_stencil_layer(&dm->loopData, CD_MLOOPUV);
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