Rather not expose the Object via the DerivedMesh, having a strict assurance access only go one-way means we don't have to worry about nasty stuff like `((Mesh *)dm->ob->data)->mvert` getting into the code.
But accessing materials seems reasonable from the DerivedMesh, why not just store a material pointer array and its size there? On Wed, Apr 9, 2014 at 8:48 AM, Antony Riakiotakis <[email protected]> wrote: > Hi, > > For the new code that displays meshes in texture paint for gsoc, I will > need access to the material at gpu buffer build time. This in turn requires > access to the object, since the code only has access to the derived mesh. > > Is there some way to get it? I can only see getting this through > GPUMaterialState but I'm not sure if such a way is nice due to using a > global variable. I see we also have some other uses of global variables > such as Gtexdraw. > > Maybe adding an extra Object pointer to the derived mesh would help here? > > Access to the Object would solve some other nice stuff we have, such as > allocating MAXMAT arrays on the stack at GPU buffer creation time. > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
