Commit: 4bd4a0660a938ae9b3f16880c0d6e8cc17e146f4
Author: Hans Goudey
Date:   Sat Jun 4 15:52:59 2022 +0200
Branches: refactor-mesh-hide-generic
https://developer.blender.org/rB4bd4a0660a938ae9b3f16880c0d6e8cc17e146f4

Cleanup: NULL -> nullptr

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

M       source/blender/io/wavefront_obj/exporter/obj_export_mesh.cc

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

diff --git a/source/blender/io/wavefront_obj/exporter/obj_export_mesh.cc 
b/source/blender/io/wavefront_obj/exporter/obj_export_mesh.cc
index dbe7842eabe..cd9cf4034eb 100644
--- a/source/blender/io/wavefront_obj/exporter/obj_export_mesh.cc
+++ b/source/blender/io/wavefront_obj/exporter/obj_export_mesh.cc
@@ -299,7 +299,7 @@ void OBJMesh::store_uv_coords_and_indices()
   const float limit[2] = {STD_UV_CONNECT_LIMIT, STD_UV_CONNECT_LIMIT};
 
   UvVertMap *uv_vert_map = BKE_mesh_uv_vert_map_create(
-      mpoly, NULL, mloop, mloopuv, totpoly, totvert, limit, false, false);
+      mpoly, nullptr, mloop, mloopuv, totpoly, totvert, limit, false, false);
 
   uv_indices_.resize(totpoly);
   /* At least total vertices of a mesh will be present in its texture map. So

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