Commit: 7c435f069a3bcc5cc4a46d2f5e2e7682bb7f8078
Author: Jeroen Bakker
Date:   Fri Jun 10 12:38:42 2022 +0200
Branches: temp-T97352-3d-texturing-seam-bleeding-b2
https://developer.blender.org/rB7c435f069a3bcc5cc4a46d2f5e2e7682bb7f8078

WIP adding missing segments into uv space.

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

M       source/blender/blenkernel/intern/uv_islands.cc

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

diff --git a/source/blender/blenkernel/intern/uv_islands.cc 
b/source/blender/blenkernel/intern/uv_islands.cc
index e48f76a4487..eb83218301c 100644
--- a/source/blender/blenkernel/intern/uv_islands.cc
+++ b/source/blender/blenkernel/intern/uv_islands.cc
@@ -286,6 +286,21 @@ static void extend_at_vert(UVIsland &island, 
UVBorderCorner &corner, const MeshD
     }
   }
   else {
+    UVEdge *current_edge = corner.first->edge;
+    FanSegment *last_added = nullptr;
+    for (int i = 0; i < num_to_add + 1; i++) {
+      float factor = (i + 1.0f) / (num_to_add + 1.0f);
+      float2 new_uv = corner.uv(factor);
+
+      // Find an segment that contains the 'current edge'.
+      for (FanSegment &segment : fan.segments) {
+        if (!segment.flags.should_be_added) {
+          continue;
+        }
+
+        last_added = &segment;
+      }
+    }
   }
 }

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