Hopefully fix OMP/MSVC crap...
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@ -2261,9 +2261,11 @@ int dynamicPaint_createUVSurface(Scene *scene, DynamicPaintSurface *surface)
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}
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/* Loop through every pixel and check if pixel is uv-mapped on a canvas face. */
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int ty;
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#pragma omp parallel for schedule(static)
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for (int ty = 0; ty < h; ty++) {
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for (int tx = 0; tx < w; tx++) {
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for (ty = 0; ty < h; ty++) {
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int tx;
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for (tx = 0; tx < w; tx++) {
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const int index = tx + w * ty;
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PaintUVPoint *tPoint = &tempPoints[index];
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float point[5][2];
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@ -2347,8 +2349,9 @@ int dynamicPaint_createUVSurface(Scene *scene, DynamicPaintSurface *surface)
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* (To avoid seams on uv island edges)
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*/
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#pragma omp parallel for schedule(static)
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for (int ty = 0; ty < h; ty++) {
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for (int tx = 0; tx < w; tx++) {
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for (ty = 0; ty < h; ty++) {
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int tx;
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for (tx = 0; tx < w; tx++) {
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const int index = tx + w * ty;
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PaintUVPoint *tPoint = &tempPoints[index];
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@ -2438,7 +2441,7 @@ int dynamicPaint_createUVSurface(Scene *scene, DynamicPaintSurface *surface)
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if (sData->adj_data) {
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PaintAdjData *ed = sData->adj_data;
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unsigned int n_pos = 0;
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for (int ty = 0; ty < h; ty++) {
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for (ty = 0; ty < h; ty++) {
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for (int tx = 0; tx < w; tx++) {
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const int index = tx + w * ty;
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