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Searched refs:prim_indices (Results 1 – 4 of 4) sorted by relevance

/dports/graphics/blender/blender-2.91.0/source/blender/blenkernel/intern/
H A Dpbvh.c191 SWAP(int, prim_indices[i], prim_indices[j]); in partition_indices()
235 SWAP(int, pbvh->prim_indices[i], pbvh->prim_indices[j]); in partition_indices_material()
420 pbvh->nodes[node_index].prim_indices = pbvh->prim_indices + offset; in build_leaf()
447 int prim = pbvh->prim_indices[i]; in leaf_needs_material_split()
458 int prim = pbvh->prim_indices[i]; in leaf_needs_material_split()
541 if (pbvh->prim_indices) { in pbvh_build()
542 MEM_freeN(pbvh->prim_indices); in pbvh_build()
546 pbvh->prim_indices[i] = i; in pbvh_build()
723 if (pbvh->prim_indices) { in BKE_pbvh_free()
724 MEM_freeN(pbvh->prim_indices); in BKE_pbvh_free()
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H A Dpbvh_intern.h52 int *prim_indices; member
125 int *prim_indices; member
/dports/graphics/blender/blender-2.91.0/release/scripts/addons/io_scene_gltf2/blender/exp/
H A Dgltf2_blender_extract.py180 prim_indices = {} # maps material index to TRIANGLES-style indices into dots
184 prim_indices[-1] = loop_indices
196 prim_indices[material_idx] = loop_indices[loop_material_idxs == material_idx]
202 for material_idx, dot_indices in prim_indices.items():
/dports/graphics/ospray-studio/ospray_studio-0.9.1/sg/importer/
H A DOBJ.cpp365 auto prim_indices = isQuad ? vec4ui(3, 0, 1, 2) : vec4ui(0, 1, 2, 2); in importScene() local
366 vi.push_back(i + prim_indices); in importScene()