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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