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 D | pbvh.c | 191 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() [all …]
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H A D | pbvh_intern.h | 52 int *prim_indices; member 125 int *prim_indices; member
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/dports/graphics/blender/blender-2.91.0/release/scripts/addons/io_scene_gltf2/blender/exp/ |
H A D | gltf2_blender_extract.py | 180 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():
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/dports/graphics/ospray-studio/ospray_studio-0.9.1/sg/importer/ |
H A D | OBJ.cpp | 365 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()
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