Cleanup: Remove redundant mask interpolation in dyntopo
Since the recently added support for vertex interpolation the manual mask interpolation is not needed anymore.
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@ -1122,15 +1122,6 @@ static void pbvh_bmesh_split_edge(EdgeQueueContext *eq_ctx,
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BMVert *v_new = pbvh_bmesh_vert_create(
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pbvh, e->v1, e->v2, node_index, co_mid, no_mid, eq_ctx->cd_vert_mask_offset);
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/* update paint mask */
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if (eq_ctx->cd_vert_mask_offset != -1) {
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float mask_v1 = BM_ELEM_CD_GET_FLOAT(e->v1, eq_ctx->cd_vert_mask_offset);
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float mask_v2 = BM_ELEM_CD_GET_FLOAT(e->v2, eq_ctx->cd_vert_mask_offset);
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float mask_v_new = 0.5f * (mask_v1 + mask_v2);
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BM_ELEM_CD_SET_FLOAT(v_new, eq_ctx->cd_vert_mask_offset, mask_v_new);
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}
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/* For each face, add two new triangles and delete the original */
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for (int i = 0; i < edge_loops->count; i++) {
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BMLoop *l_adj = BLI_buffer_at(edge_loops, BMLoop *, i);
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