I’ve gotten UV texturing to (mostly) work with the new ngon data structures. The UV editor and the unwrapping tools (and a few modifiers) all nicely work with UVs, and textured draw mode (though not GLSL yet) in editmode works.
Ngons even work with LCSM/ABF (the “unwrap” tool). LCSM requires triangles anyway, so making the code support ngons instead of quads was just a matter of replacing the existing quad tessellation code with something that could handle ngon in general. I used scanfill for this (the same library that handles shift-f, or filled curves), so the unwrapping might not always be completely correct, at least until I write some additional code to make scanfill produce nicer triangulations.
Subsurf doesn’t handle UVs though; I’ll probably put off making that work for a while, until I have time to really get into it. It’s not hard in theory, but figuring out how to make the subsurf code do what I want may be difficult.
I’m considering stabilizing mesh editmode next, maybe port the remaining editmesh tools over to bmesh (or at least the important ones, remember the old tools do mostly work via a compatibility layer, they just aren’t completely stable, and the whole thing is rather hackish and unreliable). After that I can finally have people start testing! Hopefully I can attract additional help once I have artists posting nice demo vids. 🙂
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