On Sun, Jan 6, 2013 at 10:21 AM, Antony Riakiotakis <[email protected]> wrote: > Even better, a shader could calculate this much more efficiently. and > avoid the gouraud shading artifacts and the vertex transform overhead > that will surely occur if trying to do this with a sphere.
Theres been a patch in the tracker for a while that does this. Updated for svn r53574. http://projects.blender.org/tracker/?func=detail&aid=22747 _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
