forked from bartvdbraak/blender
31f978c8ef
* This doesn't make much difference for regular mesh/multires sculpting, but for dynamic topology sculpting the undo stack isn't split up by PBVH nodes, so it's more convenient to store the layer data in PBVH nodes. * Note that the life cycle of the layer displacement data is unchanged -- it's only valid during a stroke with the layer brush, gets free'd when the undo step ends. |
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blender | ||
blenderplayer | ||
creator | ||
gameengine | ||
icons | ||
tests | ||
CMakeLists.txt | ||
SConscript |