[Bf-blender-cvs] [9232e2395a0] temp-T97352-3d-texturing-seam-bleeding-b2: Added comment about data structure.

Jeroen Bakker noreply at git.blender.org
Tue Sep 27 11:34:13 CEST 2022


Commit: 9232e2395a05509d5a1863ec425e8f07a373819d
Author: Jeroen Bakker
Date:   Tue Sep 27 11:34:07 2022 +0200
Branches: temp-T97352-3d-texturing-seam-bleeding-b2
https://developer.blender.org/rB9232e2395a05509d5a1863ec425e8f07a373819d

Added comment about data structure.

===================================================================

M	source/blender/blenkernel/intern/pbvh_uv_islands.hh

===================================================================

diff --git a/source/blender/blenkernel/intern/pbvh_uv_islands.hh b/source/blender/blenkernel/intern/pbvh_uv_islands.hh
index 78250c6e840..26a2e9785c9 100644
--- a/source/blender/blenkernel/intern/pbvh_uv_islands.hh
+++ b/source/blender/blenkernel/intern/pbvh_uv_islands.hh
@@ -7,7 +7,14 @@
  * Island.
  *
  * \note Similar to `uvedit_islands.cc`, but optimized for PBVH painting without using BMesh for
- * performance reasons. Does not support manifold meshes or edges with more than 3 faces.
+ * performance reasons. Does not support non-manifold meshes or edges with more than 2 faces.
+ *
+ * Polygons (face with more than 3 edges) are supported as they are split up to primitives.
+ *
+ * \note After the algorithm is stable the OO data structures should be converted back to use DOD
+ * principles to improve reusability. Currently this is not done (yet) as during implementation it
+ * was hard to follow when the algorithm evolved during several iterations. At that time we needed
+ * more flexibility.
  */
 
 #pragma once



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