I don't have any strong objections, but a couple of things to look at: 1) Should check how big of a delay this introduces for the first use of the mask brush on a dense mesh. Don't want there to be a big delay that makes masking a second-class citizen among brushes :)
2) Implementation issue: the mask code for sculpt makes the assumption that a mask layer always exists, so if we change that we should carefully check for problems in both regular and multires sculpting. -Nicholas On Fri, Sep 21, 2012 at 4:01 AM, Campbell Barton <[email protected]> wrote: > This mail is mostly for Nicholas Bishop but others may have input, > > The other day I noticed the default cube had a mask vertex layer - > this isnt so bad - only storing one extra float per vertex - but seems > unnecessary. > > There are some other data layers that the user had no way to remove > (skin and sticky), now theres a panel "Geometry Data" - where layers > can be cleared, > (note - unlike UVs and VColors - these layer types are singletons - a > mesh can only have one of each - so the UI is different). > > ... back to the point of the mail... > > At the moment just entering sculpt mode will add sculpt-mask data > layer to the mesh verts, and be saved, and get stored in every undo > step... etc. > > Id prefer this was lazy initialized - so only when using the mask > brush it gets added, any reason not to do this? > > -- > - Campbell > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
