Cleanup: remove window manager headers from MOD_lineart
This was only used to return success, which is currently never checked.
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@ -532,8 +532,8 @@ void MOD_lineart_chain_split_angle(LineartRenderBuffer *rb, float angle_threshol
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int MOD_lineart_chain_count(const LineartLineChain *rlc);
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void MOD_lineart_chain_clear_picked_flag(struct LineartRenderBuffer *rb);
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int MOD_lineart_compute_feature_lines(struct Depsgraph *depsgraph,
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struct LineartGpencilModifierData *lmd);
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bool MOD_lineart_compute_feature_lines(struct Depsgraph *depsgraph,
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struct LineartGpencilModifierData *lmd);
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struct Scene;
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@ -71,9 +71,6 @@
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#include "bmesh_class.h"
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#include "bmesh_tools.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "MOD_gpencil_modifiertypes.h"
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#include "lineart_intern.h"
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@ -452,7 +449,7 @@ static void lineart_occlusion_worker(TaskPool *__restrict UNUSED(pool), LineartR
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/**
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* All internal functions starting with lineart_main_ is called inside
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* MOD_lineart_compute_feature_lines function.
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* #MOD_lineart_compute_feature_lines function.
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* This function handles all occlusion calculation.
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*/
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static void lineart_main_occlusion_begin(LineartRenderBuffer *rb)
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@ -3652,15 +3649,17 @@ static LineartBoundingArea *lineart_bounding_area_next(LineartBoundingArea *this
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/**
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* This is the entry point of all line art calculations.
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*
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* \return True when a change is made.
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*/
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int MOD_lineart_compute_feature_lines(Depsgraph *depsgraph, LineartGpencilModifierData *lmd)
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bool MOD_lineart_compute_feature_lines(Depsgraph *depsgraph, LineartGpencilModifierData *lmd)
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{
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LineartRenderBuffer *rb;
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Scene *scene = DEG_get_evaluated_scene(depsgraph);
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int intersections_only = 0; /* Not used right now, but preserve for future. */
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if (!scene->camera) {
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return OPERATOR_CANCELLED;
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return false;
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}
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rb = lineart_create_render_buffer(scene, lmd);
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@ -3685,7 +3684,7 @@ int MOD_lineart_compute_feature_lines(Depsgraph *depsgraph, LineartGpencilModifi
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if (!rb->vertex_buffer_pointers.first) {
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/* No geometry loaded, return early. */
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return OPERATOR_FINISHED;
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return true;
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}
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/* Initialize the bounding box acceleration structure, it's a lot like BVH in 3D. */
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@ -3754,7 +3753,7 @@ int MOD_lineart_compute_feature_lines(Depsgraph *depsgraph, LineartGpencilModifi
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lineart_count_and_print_render_buffer_memory(rb);
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}
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return OPERATOR_FINISHED;
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return true;
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}
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static int lineart_rb_edge_types(LineartRenderBuffer *rb)
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