Commit: 0adac9bb463ea66b222247e7baf58639cd4557a2
Author: Mai Lavelle
Date:   Tue Jun 7 23:52:31 2016 -0400
Branches: temp-cycles-microdisplacement
https://developer.blender.org/rB0adac9bb463ea66b222247e7baf58639cd4557a2

Remove Mesh::forms_quad array

No longer needed now that we can have quad patches

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

M       intern/cycles/blender/blender_mesh.cpp
M       intern/cycles/render/mesh.cpp
M       intern/cycles/render/mesh.h
M       intern/cycles/subd/subd_dice.cpp

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

diff --git a/intern/cycles/blender/blender_mesh.cpp 
b/intern/cycles/blender/blender_mesh.cpp
index f6764a8..2aa488a 100644
--- a/intern/cycles/blender/blender_mesh.cpp
+++ b/intern/cycles/blender/blender_mesh.cpp
@@ -623,19 +623,18 @@ static void create_mesh(Scene *scene,
                                if(is_zero(cross(mesh->verts[vi[1]] - 
mesh->verts[vi[0]], mesh->verts[vi[2]] - mesh->verts[vi[0]])) ||
                                   is_zero(cross(mesh->verts[vi[2]] - 
mesh->verts[vi[0]], mesh->verts[vi[3]] - mesh->verts[vi[0]])))
                                {
-                                       // TODO(mai): order here is probably 
wrong
-                                       mesh->add_triangle(vi[0], vi[1], vi[3], 
shader, smooth, true);
-                                       mesh->add_triangle(vi[2], vi[3], vi[1], 
shader, smooth, true);
+                                       mesh->add_triangle(vi[0], vi[1], vi[3], 
shader, smooth);
+                                       mesh->add_triangle(vi[2], vi[3], vi[1], 
shader, smooth);
                                        face_flags[fi] |= FACE_FLAG_DIVIDE_24;
                                }
                                else {
-                                       mesh->add_triangle(vi[0], vi[1], vi[2], 
shader, smooth, true);
-                                       mesh->add_triangle(vi[0], vi[2], vi[3], 
shader, smooth, true);
+                                       mesh->add_triangle(vi[0], vi[1], vi[2], 
shader, smooth);
+                                       mesh->add_triangle(vi[0], vi[2], vi[3], 
shader, smooth);
                                        face_flags[fi] |= FACE_FLAG_DIVIDE_13;
                                }
                        }
                        else
-                               mesh->add_triangle(vi[0], vi[1], vi[2], shader, 
smooth, false);
+                               mesh->add_triangle(vi[0], vi[1], vi[2], shader, 
smooth);
                }
                else {
                        /* create patches */
diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp
index 4c33545..1db3dff 100644
--- a/intern/cycles/render/mesh.cpp
+++ b/intern/cycles/render/mesh.cpp
@@ -151,8 +151,6 @@ void Mesh::resize_mesh(int numverts, int numtris)
        shader.resize(numtris);
        smooth.resize(numtris);
 
-       forms_quad.resize(numtris);
-
        attributes.resize();
 }
 
@@ -164,8 +162,6 @@ void Mesh::reserve_mesh(int numverts, int numtris)
        shader.reserve(numtris);
        smooth.reserve(numtris);
 
-       forms_quad.reserve(numtris);
-
        attributes.resize(true);
 }
 
@@ -207,8 +203,6 @@ void Mesh::clear()
        shader.clear();
        smooth.clear();
 
-       forms_quad.clear();
-
        curve_keys.clear();
        curve_radius.clear();
        curve_first_key.clear();
@@ -252,14 +246,13 @@ void Mesh::add_vertex_slow(float3 P)
        verts.push_back_slow(P);
 }
 
-void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_, 
bool forms_quad_)
+void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_)
 {
        triangles.push_back_reserved(v0);
        triangles.push_back_reserved(v1);
        triangles.push_back_reserved(v2);
        shader.push_back_reserved(shader_);
        smooth.push_back_reserved(smooth_);
-       forms_quad.push_back_reserved(forms_quad_);
 }
 
 void Mesh::add_curve_key(float3 co, float radius)
diff --git a/intern/cycles/render/mesh.h b/intern/cycles/render/mesh.h
index b8ea02c..f502037 100644
--- a/intern/cycles/render/mesh.h
+++ b/intern/cycles/render/mesh.h
@@ -121,7 +121,6 @@ public:
        array<float3> verts;
        array<int> shader;
        array<bool> smooth;
-       array<bool> forms_quad; /* used to tell if triangle is part of a quad 
patch */
 
        bool has_volume;  /* Set in the device_update_flags(). */
        bool has_surface_bssrdf;  /* Set in the device_update_flags(). */
@@ -171,7 +170,7 @@ public:
        void clear();
        void add_vertex(float3 P);
        void add_vertex_slow(float3 P);
-       void add_triangle(int v0, int v1, int v2, int shader, bool smooth, bool 
forms_quad = false);
+       void add_triangle(int v0, int v1, int v2, int shader, bool smooth);
        void add_curve_key(float3 loc, float radius);
        void add_curve(int first_key, int shader);
        void add_patch(int v0, int v1, int v2, int v3, int shader_, bool 
smooth_);
diff --git a/intern/cycles/subd/subd_dice.cpp b/intern/cycles/subd/subd_dice.cpp
index 7c74f21..21f3243 100644
--- a/intern/cycles/subd/subd_dice.cpp
+++ b/intern/cycles/subd/subd_dice.cpp
@@ -86,7 +86,7 @@ void EdgeDice::add_triangle(Patch *patch, int v0, int v1, int 
v2)
        if(mesh->triangles.size() == mesh->triangles.capacity())
                mesh->reserve_mesh(mesh->verts.size(), 
size_t(max(mesh->num_triangles() + 1, 1) * 1.2));
 
-       mesh->add_triangle(v0, v1, v2, params.shader, params.smooth, false);
+       mesh->add_triangle(v0, v1, v2, params.shader, params.smooth);
 
        if(params.ptex) {
                Attribute *attr_ptex_face_id = 
params.mesh->attributes.add(ATTR_STD_PTEX_FACE_ID);

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