[Bf-blender-cvs] [7c435f069a3] temp-T97352-3d-texturing-seam-bleeding-b2: WIP adding missing segments into uv space.
Jeroen Bakker
noreply at git.blender.org
Fri Jun 10 15:35:36 CEST 2022
Commit: 7c435f069a3bcc5cc4a46d2f5e2e7682bb7f8078
Author: Jeroen Bakker
Date: Fri Jun 10 12:38:42 2022 +0200
Branches: temp-T97352-3d-texturing-seam-bleeding-b2
https://developer.blender.org/rB7c435f069a3bcc5cc4a46d2f5e2e7682bb7f8078
WIP adding missing segments into uv space.
===================================================================
M source/blender/blenkernel/intern/uv_islands.cc
===================================================================
diff --git a/source/blender/blenkernel/intern/uv_islands.cc b/source/blender/blenkernel/intern/uv_islands.cc
index e48f76a4487..eb83218301c 100644
--- a/source/blender/blenkernel/intern/uv_islands.cc
+++ b/source/blender/blenkernel/intern/uv_islands.cc
@@ -286,6 +286,21 @@ static void extend_at_vert(UVIsland &island, UVBorderCorner &corner, const MeshD
}
}
else {
+ UVEdge *current_edge = corner.first->edge;
+ FanSegment *last_added = nullptr;
+ for (int i = 0; i < num_to_add + 1; i++) {
+ float factor = (i + 1.0f) / (num_to_add + 1.0f);
+ float2 new_uv = corner.uv(factor);
+
+ // Find an segment that contains the 'current edge'.
+ for (FanSegment &segment : fan.segments) {
+ if (!segment.flags.should_be_added) {
+ continue;
+ }
+
+ last_added = &segment;
+ }
+ }
}
}
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