DrawManager: UV Stretching

Calculating UV Stretching on large meshes showed garbage. The reason
is that the calculation is not thread save. Temporarily disable
threading for UV Stretching
This commit is contained in:
Jeroen Bakker 2019-08-30 16:14:59 +02:00
parent 30d900934c
commit 93f1d76bf0
1 changed files with 3 additions and 3 deletions

View File

@ -2822,8 +2822,8 @@ static void compute_normalize_edge_vectors(float auv[2][2],
float av[2][3],
const float uv[2],
const float uv_prev[2],
const float co[2],
const float co_prev[2])
const float co[3],
const float co_prev[3])
{
/* Move previous edge. */
copy_v2_v2(auv[0], auv[1]);
@ -2986,7 +2986,7 @@ static const MeshExtract extract_stretch_angle = {
NULL,
extract_stretch_angle_finish,
0,
true,
false,
};
/** \} */