Revision: 43557
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=43557
Author:   campbellbarton
Date:     2012-01-20 13:14:14 +0000 (Fri, 20 Jan 2012)
Log Message:
-----------
after all modifier are applied calculate normals, then tessfaces, this works so 
tesselating copies normals into the the newly creates tesselated faces.

Modified Paths:
--------------
    branches/bmesh/blender/source/blender/blenkernel/intern/DerivedMesh.c

Modified: branches/bmesh/blender/source/blender/blenkernel/intern/DerivedMesh.c
===================================================================
--- branches/bmesh/blender/source/blender/blenkernel/intern/DerivedMesh.c       
2012-01-20 12:34:00 UTC (rev 43556)
+++ branches/bmesh/blender/source/blender/blenkernel/intern/DerivedMesh.c       
2012-01-20 13:14:14 UTC (rev 43557)
@@ -1539,18 +1539,16 @@
        }
 #endif /* WITH_GAMEENGINE */
 
-
        /* 
--------------------------------------------------------------------- */
+       /* First calculate the polygon and vertex normals, re-tesselation
+        * copies these into the tessface's normal layer */
+       finaldm->calcNormals(finaldm);
        /* Re-tesselation is necessary to push render data (uvs, textures, 
colors)
         * from loops and polys onto the tessfaces. This may be currently be
         * redundantin cases where the render mode doesn't use these inputs, but
         * ideally eventually tesselation would happen on-demand, and this is 
one
         * of the primary places it would be needed. */
        finaldm->recalcTesselation(finaldm);
-       /* if we have no modifiers applied we'lll still want the tessface 
normals
-        * to be calculated from the polygon noramals,
-        * 'CDDM_calc_normals_mapping' checks for this case - campbell */
-       finaldm->calcNormals(finaldm);
        /* Need to watch this, it can cause issues, see bug [#29338]            
 */
        /* take care with this block, we really need testing frameworks         
 */
        /* 
--------------------------------------------------------------------- */

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