Commit: d1ca52e63b539d03c463e3206ee9c7e43df9a50f
Author: Campbell Barton
Date:   Tue Feb 3 00:11:14 2015 +1100
Branches: temp_custom_loop_normals
https://developer.blender.org/rBd1ca52e63b539d03c463e3206ee9c7e43df9a50f

Merge branch 'master' into temp_custom_loop_normals

===================================================================



===================================================================

diff --cc source/blender/blenkernel/intern/mesh_evaluate.c
index 2ccb805,af9ac91..b36ee70
--- a/source/blender/blenkernel/intern/mesh_evaluate.c
+++ b/source/blender/blenkernel/intern/mesh_evaluate.c
@@@ -1052,19 -321,14 +1052,19 @@@ static void loop_split_generator(TaskPo
   * Useful to materialize sharp edges (or non-smooth faces) without actually 
modifying the geometry (splitting edges).
   */
  void BKE_mesh_normals_loop_split(
 -        MVert *mverts, const int UNUSED(numVerts), MEdge *medges, const int 
numEdges,
 +        MVert *mverts, const int numVerts, MEdge *medges, const int numEdges,
          MLoop *mloops, float (*r_loopnors)[3], const int numLoops,
 -        MPoly *mpolys, float (*polynors)[3], const int numPolys,
 -        const bool use_split_normals, float split_angle)
 +        MPoly *mpolys, const float (*polynors)[3], const int numPolys,
 +        const bool use_split_normals, float split_angle,
 +        MLoopNorSpaceset *r_lnors_spaceset, short (*clnors_data)[2], int 
*r_loop_to_poly)
  {
 +
 +      /* For now this is not supported. If we do not use split normals, we do 
not generate anything fancy! */
 +      BLI_assert(use_split_normals || !(r_lnors_spaceset || r_loop_to_poly));
 +
        if (!use_split_normals) {
                /* In this case, we simply fill lnors with vnors, quite simple!
-                * Note this is done here to keep some logic and consistancy in 
this quite complex code,
+                * Note this is done here to keep some logic and consistency in 
this quite complex code,
                 * since we may want to use lnors even when mesh's 'autosmooth' 
is disabled (see e.g. mesh mapping code).
                 * As usual, we could handle that on case-by-case basis, but 
simpler to keep it well confined here.
                 */

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