July 16, 2020, 15:38 (GMT) |
July 16, 2020, 15:27 (GMT) |
Importer: Fix misaligned UV vertices of a mesh The previous code was not initialising duplicate UV vertices which created bad shapes in UV editor. Also use range-loop. Also since set_uv needs not be edited, mark curr_object const again. |
July 16, 2020, 15:22 (GMT) |
Exporter: Fix freeing invalid pointer in ~OBJMesh |
July 16, 2020, 10:34 (GMT) |
Merge branch 'master' into soc-2020-io-performance |
July 16, 2020, 10:30 (GMT) |
Fix UV crashes and redundant loops in v1//vn1 case. |
July 16, 2020, 10:29 (GMT) |
Importer: Support smooth shading for polygons. |
July 16, 2020, 07:45 (GMT) |
Exporter: fix vertex normals not being exported The smooth group calculation must be done before normals are written, to decide between vertex normals and face normals. So moved the smooth group array in the OBJMesh's private members. |
July 15, 2020, 15:26 (GMT) |
Null check: Break if no UV layer found. Also conditionally add an UV layer, not always. |
July 15, 2020, 14:51 (GMT) |
Add UV vertices to the newly created mesh. The mesh->mloopuv has the correct vertices, however it hits the assert at `(uniform), function GPU_batch_uniform_4fv,` `blender/source/blender/gpu/intern/gpu_batch.c, line 617.` if one switches to UV editing workspace. |
July 15, 2020, 14:46 (GMT) |
Exporter: Fix UV vertex indices off by one. |
July 15, 2020, 09:09 (GMT) |
Cleanup single use variable, comments, formatting Also, vert_texture.size() was wrongly compared to 1. It's changed to 2. |
July 14, 2020, 22:32 (GMT) |
Use stoi and stof instead of >> for faster parsing. |
July 14, 2020, 21:42 (GMT) |
Parse UV coordinates and normals. Adding UV to the mesh is not done yet. Using `std:stoi` seems to add some benefits, so UVs will be added to mesh after parser is complete. |
July 14, 2020, 14:05 (GMT) |
Merge branch 'master' into soc-2020-io-performance |
July 14, 2020, 13:53 (GMT) |
Directly create Mesh without using intermediate BMesh |
July 13, 2020, 20:02 (GMT) |
Refactor: Keep mesh_from_raw_object in a class The function is moved to a class for a self-contained mesh operation. BMesh operations will not be required without a mesh first, so they should be kept in a Mesh operation class. Remove unused variable: bmain Keep classes ordered as per Style Guide. Pass object_name to add_object_to_parent since only that is required. |
July 13, 2020, 10:05 (GMT) |
Fix build error in due to BKE_mesh.h |
July 13, 2020, 10:02 (GMT) |
Rename files: exporter -> ex, importer -> im. Minor header cleanup. |
July 13, 2020, 09:43 (GMT) |
Break code into mesh, objects, and reader files. |
July 12, 2020, 16:34 (GMT) |
clang format, style: use {} initialization, nullptr. |
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