last commit broke cycles, also add BMESH_TODO's for python scripts that need upgrading.

This commit is contained in:
Campbell Barton 2012-03-23 00:56:22 +00:00
parent 8e2efc1dbf
commit 385c11d92c
5 changed files with 10 additions and 4 deletions

@ -73,10 +73,10 @@ static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<
*N= get_float3(v->normal());
/* create faces */
BL::Mesh::faces_iterator f;
BL::Mesh::tessfaces_iterator f;
vector<int> nverts;
for(b_mesh.faces.begin(f); f != b_mesh.faces.end(); ++f) {
for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f) {
int4 vi = get_int4(f->vertices_raw());
int n = (vi[3] == 0)? 3: 4;
int mi = clamp(f->material_index(), 0, used_shaders.size()-1);
@ -196,9 +196,9 @@ static void create_subd_mesh(Mesh *mesh, BL::Mesh b_mesh, PointerRNA *cmesh, con
sdmesh.add_vert(get_float3(v->co()));
/* create faces */
BL::Mesh::faces_iterator f;
BL::Mesh::tessfaces_iterator f;
for(b_mesh.faces.begin(f); f != b_mesh.faces.end(); ++f) {
for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f) {
int4 vi = get_int4(f->vertices_raw());
int n= (vi[3] == 0)? 3: 4;
//int shader = used_shaders[f->material_index()];

@ -147,6 +147,8 @@ class AddTorus(Operator, object_utils.AddObjectHelper):
mesh = bpy.data.meshes.new("Torus")
mesh.vertices.add(len(verts_loc) // 3)
# BMESH_TODO, use polygons
mesh.faces.add(len(faces) // 4)
mesh.vertices.foreach_set("co", verts_loc)

@ -716,6 +716,7 @@ class CLIP_OT_setup_tracking_scene(Operator):
mesh.vertices.add(len(vertices))
mesh.vertices.foreach_set("co", unpack_list(vertices))
# BMESH_TODO - use polygons
mesh.faces.add(len(faces))
mesh.faces.foreach_set("vertices_raw", unpack_face_list(faces))

@ -82,6 +82,7 @@ class MeshMirrorUV(Operator):
for uv in fuvs]
# as a list
# BMESH_TODO - use polygons
faces = mesh.faces[:]
fuvsel = [(False not in uv.select_uv) for uv in active_uv_layer]

@ -367,6 +367,7 @@ class ShapeTransfer(Operator):
(orig_shape_coords[i] - orig_coords[i]))
elif mode == 'RELATIVE_FACE':
# BMESH TODO - use .polygons
for face in me.faces:
i1, i2, i3, i4 = face.vertices_raw
if i4 != 0:
@ -539,6 +540,7 @@ class JoinUVs(Operator):
"Object: %s, Mesh: '%s' has no UVs"
% (obj.name, mesh.name))
else:
# BMESH_TODO - use polygons
len_faces = len(mesh.faces)
# seems to be the fastest way to create an array