Fix building on Windows and blenderplayer linking after weightpaint engine
Those problems were introduced on 20f95de6ba.
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@@ -49,20 +49,14 @@ typedef struct PAINT_WEIGHT_PassList {
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struct DRWPass *vert_overlay;
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} PAINT_WEIGHT_PassList;
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typedef struct PAINT_WEIGHT_FramebufferList {
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} PAINT_WEIGHT_FramebufferList;
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typedef struct PAINT_WEIGHT_TextureList {
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} PAINT_WEIGHT_TextureList;
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typedef struct PAINT_WEIGHT_StorageList {
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struct PAINT_WEIGHT_PrivateData *g_data;
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} PAINT_WEIGHT_StorageList;
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typedef struct PAINT_WEIGHT_Data {
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void *engine_type;
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PAINT_WEIGHT_FramebufferList *fbl;
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PAINT_WEIGHT_TextureList *txl;
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DRWViewportEmptyList *fbl;
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DRWViewportEmptyList *txl;
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PAINT_WEIGHT_PassList *psl;
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PAINT_WEIGHT_StorageList *stl;
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} PAINT_WEIGHT_Data;
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@@ -210,7 +204,6 @@ void PAINT_WEIGHT_collection_settings_create(IDProperty *properties)
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BKE_collection_engine_property_add_bool(properties, "use_wire", false);
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}
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static const DrawEngineDataSize PAINT_WEIGHT_data_size = DRW_VIEWPORT_DATA_SIZE(PAINT_WEIGHT_Data);
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DrawEngineType draw_engine_paint_weight_type = {
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@@ -701,6 +701,7 @@ void RE_engine_register_pass(struct RenderEngine *engine, struct Scene *scene, s
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void OBJECT_collection_settings_create(struct IDProperty *properties) RET_NONE
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void EDIT_MESH_collection_settings_create(struct IDProperty *properties) RET_NONE
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void EDIT_ARMATURE_collection_settings_create(struct IDProperty *properties) RET_NONE
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void PAINT_WEIGHT_collection_settings_create(struct IDProperty *properties) RET_NONE
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void DRW_object_engine_data_free(struct Object *ob) RET_NONE
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/* python */
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