added some missing functions too - which are not used yep but should be there for api completeness.
* CDDM_set_mloop
* CDDM_set_mpoly
* BLI_mempool_count
Looks like it was missed BMesh element index for faces in emDM_drawMappedFacesMat.
There was already call of BM_mesh_elem_index_ensure to ensure there's element
index for vertices, added flag to ensure there's also index for faces.
time, sorry), from delete to backspace. Delete did not work on buttons in nodes,
because it would delete the node itself or if we changed the priority interfere
with deleting nodes if the cursor was placed accidentally over a button in a node.
Patch by Damir Prebeg.
- Fixed convex quad detection (in some special cases non-convex quad was detecting as convex)
- Do not add faces with zero area to the output object.
This should resolve#30395: Degenerated triangles from BMesh + Difference
Split proxy build operator into three parts:
- Prepare context (IMB_anim_index_rebuild_context) which prepares all
needed data and stores it in an anonymous structure used by specific
builder lately.
- Build proxies/timecodes into temporary files (IMB_anim_index_rebuild)
This function will build all selected proxies/timecodes into a temporary
files so old proxies will be still available during building.
- Finish building proxies (IMB_anim_index_rebuild_finish) which copies
temporary files over old proxies filed and releases all resources used
by a context.
Context creation and finishing building happens in a main thread so
it's easy and safe to close all opened handles of proxies files and
refresh cache after rebuilding is finished.
This should finally fix#30315: Temporary proxy files are not erased and old proxys are not updated if the proxy is built more then once (windows)
when making a quad from 2 edges - it was comparing the edge lengths to avoid making a bowtie quad. but this doesnt work in all cases, now compare normals instead.
environment map, by enabling the Panorama option in the camera.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Camera#Panorama
The focal length or sensor settings are not used, the UI can be tweaked still to
communicate this, also panorama should probably become a proper camera type like
perspective or ortho.
the problem was a triangle couldnt be made when there was a quad that used 3 of the verts.
* now check if overlapping face has same length as the one to be created.
* an unrelated fix - the output of a triangle was not being flagged by the bmesh_contextual_create operator.
When set to solid-shading, GPU_update_grid_buffers was calling
normal_quad_v3 to output into a mapped buffer, but normal_quad_v3
reads as well as writes.
This fix actually makes a huge performance difference with my drivers
(Gallium/Radeon).
The stencil- and clone-layer menus were printing errors when the mesh
had no UV layers due to directly accessing layer names. Fixed by
setting menu text to empty if no UV layers exist.
Also changed the checkbox label for cloning from another UV layer to
read 'Clone' rather than 'Layer'.