Files
test2/source/blender/blenkernel/BKE_multires.h
Ton Roosendaal f7cb86df3a 2.5
Think global, act local!

The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.

Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
  meant for permanent, but it can probably stick there until we
  cleaned the anim system and depsgraph to cope better with
  timing issues.
- Game engine G.scene should become an argument for staring it.
  Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
  is too tightly wrapped to do it easily.
2009-01-04 14:14:06 +00:00

69 lines
2.7 KiB
C

/*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2007 by Nicholas Bishop
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
struct CustomData;
struct EditMesh;
struct Multires;
struct MultiresLevel;
struct Mesh;
struct Object;
/* Level access */
struct MultiresLevel *current_level(struct Multires *mr);
struct MultiresLevel *multires_level_n(struct Multires *mr, int n);
/* Level control */
void multires_add_level(struct Object *ob, struct Mesh *me, const char subdiv_type);
void multires_set_level(struct Object *ob, struct Mesh *me, const int render);
void multires_free_level(struct MultiresLevel *lvl);
void multires_edge_level_update(struct Object *ob, struct Mesh *me);
void multires_free(struct Multires *mr);
struct Multires *multires_copy(struct Multires *orig);
void multires_create(struct Object *ob, struct Mesh *me);
/* CustomData */
void multires_delete_layer(struct Object *ob, struct CustomData *cd, const int type, int n);
void multires_add_layer(struct Object *ob, struct CustomData *cd, const int type, const int n);
void multires_del_lower_customdata(struct Multires *mr, struct MultiresLevel *cr_lvl);
void multires_to_mcol(struct MultiresColFace *f, MCol mcol[4]);
/* After adding or removing vcolor layers, run this */
void multires_load_cols(struct Mesh *me);
/* Private (used in multires-firstlevel.c) */
void multires_level_to_mesh(struct Object *ob, struct Mesh *me, const int render);
void multires_update_levels(struct Mesh *me, const int render);
void multires_update_first_level(struct Mesh *me, struct EditMesh *em);
void multires_update_customdata(struct MultiresLevel *lvl1, struct EditMesh *em, struct CustomData *src,
struct CustomData *dst, const int type);
void multires_customdata_to_mesh(struct Mesh *me, struct EditMesh *em,
struct MultiresLevel *lvl, struct CustomData *src,
struct CustomData *dst, const int type);