Commit: 70f8b5b1ff9867c14092b05a2f2f77b2f4a839ad
Author: Campbell Barton
Date: Fri Jul 31 16:19:58 2015 +1000
Branches: master
https://developer.blender.org/rB70f8b5b1ff9867c14092b05a2f2f77b2f4a839ad
Don't calculate tessface before sculpting
===================================================================
M source/blender/blenkernel/intern/paint.c
===================================================================
diff --git a/source/blender/blenkernel/intern/paint.c
b/source/blender/blenkernel/intern/paint.c
index 76e56f0..328731a 100644
--- a/source/blender/blenkernel/intern/paint.c
+++ b/source/blender/blenkernel/intern/paint.c
@@ -763,18 +763,11 @@ void BKE_sculpt_update_mesh_elements(Scene *scene, Sculpt
*sd, Object *ob,
}
}
- /* BMESH ONLY --- at some point we should move sculpt code to use
polygons only - but for now it needs tessfaces */
- if (ss->bm) {
- BKE_mesh_tessface_clear(me);
- }
- else {
- BKE_mesh_tessface_ensure(me);
- }
+ /* tessfaces aren't used and will become invalid */
+ BKE_mesh_tessface_clear(me);
- if (!mmd) ss->kb = BKE_keyblock_from_object(ob);
- else ss->kb = NULL;
+ ss->kb = (mmd == NULL) ? BKE_keyblock_from_object(ob) : NULL;
- /* needs to be called after we ensure tessface */
dm = mesh_get_derived_final(scene, ob, CD_MASK_BAREMESH);
if (mmd) {
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