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	<title>Dev:Source/Textures/UV/Rewrite - 版の履歴</title>
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	<updated>2026-04-19T12:54:39Z</updated>
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		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T17:45:16Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 17:45時点における版&lt;/td&gt;
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		<author><name>Yamyam</name></author>
		
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=Dev:Source/Textures/UV/Rewrite&amp;diff=41907&amp;oldid=prev</id>
		<title>wiki&gt;Mindrones bot: Bot: Fixing redirects</title>
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		<updated>2010-05-27T08:50:55Z</updated>

		<summary type="html">&lt;p&gt;Bot: Fixing redirects&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= UV Editor Rewrite=&lt;br /&gt;
&lt;br /&gt;
== Introduction==&lt;br /&gt;
&lt;br /&gt;
The introduction of HE mesh means that the UV editor will have to be rewritten to accomadate for both the quad/tri-based Mesh and the ngon-based HE mesh.  This document is a proposal to do that.&lt;br /&gt;
&lt;br /&gt;
And while this may seem like out of the scope of HE mesh, it is not; the demand for UV texturing seems fairly high, and most people when asked would rather not have to convert to normal Meshes for texturing.  In other words: I don't particularily want to do this project, but it seems like it needs to be done anyway.&lt;br /&gt;
&lt;br /&gt;
== User Interface==&lt;br /&gt;
&lt;br /&gt;
The new window will use the same interface as the old one, but with ngons-uvs.&lt;br /&gt;
&lt;br /&gt;
== Data Structures==&lt;br /&gt;
&lt;br /&gt;
Currently the structure [[BlenderDev/TFace|TFace]] is used for UV-editing.  Since it is entirely quad-limited, it will be necassary to write a new structure that will be able to operate on both HE faces and TFaces.&lt;br /&gt;
&lt;br /&gt;
This data structure will have to support support ngons, so it can either be a) Simple Ngon Structure like [[BlenderDev/HyperMesh|HyperMesh]] (e.g. the subsurf mesh), or b) it can be a b-rep like Radial-Edge ('''shiver''').  I vote for &amp;quot;a&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
typedef struct UVVert { &lt;br /&gt;
   float co[3]; /*U,V,W coords, done in float for texture-baking purposes in the renderer.*/ &lt;br /&gt;
   int maxco; /*the maximin numbre of UV coords, 2 for Mesh and 3 for HE Mesh*/ &lt;br /&gt;
   int cotype; /*the coord data type, can be short=1, int=2, float=3, double=4, unsigned=bitflag 1024*/ &lt;br /&gt;
   int flag;&lt;br /&gt;
} UVVert;&lt;br /&gt;
&lt;br /&gt;
typedef struct UVFace { Image *image; /*image*/ UVVert **verts; /*verts*/ int totvert; int flag;&lt;br /&gt;
} UVFace;&lt;br /&gt;
&lt;br /&gt;
typedef struct UVMesh { UVVert *verts; UVFace *faces; MemArena *arena; /*the memory arena*/ int flag;&lt;br /&gt;
} UVMesh;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each UV mesh is allocated all at once, in a MemArena.&lt;br /&gt;
&lt;br /&gt;
== Comments==&lt;br /&gt;
&lt;br /&gt;
It should be possible to modify the UV editor to use an abstract interface to work &lt;br /&gt;
on the mesh. This is not a trivial change, but it is also not a major project. Part&lt;br /&gt;
of the work is just in making the editor work with ngon type objects (not I mean&lt;br /&gt;
making the operations defined on ngon type objects, not changing the structure to&lt;br /&gt;
an ngon one). Ideally these would be part of a general emphasis on moving to&lt;br /&gt;
generic mesh accessor APIs (see MeshUsers). -- [[Dev:DanielDunbar|DanielDunbar]] - 22 Mar 2005     &lt;br /&gt;
&lt;br /&gt;
-- [[BlenderDev/JosephEagar|JosephEagar]] - 22 Mar 2005&lt;br /&gt;
&lt;br /&gt;
[[Category:Script]]&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mindrones bot</name></author>
		
	</entry>
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