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author | Campbell Barton <ideasman42@gmail.com> | 2016-05-03 09:27:07 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2016-05-03 09:27:07 +0300 |
commit | 08eb51821ce3e4f9cbe9b69428c6e2aaff9ce164 (patch) | |
tree | c48b54b490d724a593de3df0015675c5cd820c0f /io_scene_vrml2 | |
parent | 984d09393031cf62734e9873af9ca3a0b062d1a1 (diff) |
Fix T48323: VRML2 tessellation fails in some cases
Apply tessellation before transformation, patch from @anpaza.
Diffstat (limited to 'io_scene_vrml2')
-rw-r--r-- | io_scene_vrml2/export_vrml2.py | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/io_scene_vrml2/export_vrml2.py b/io_scene_vrml2/export_vrml2.py index 0a664e27..06f79fc1 100644 --- a/io_scene_vrml2/export_vrml2.py +++ b/io_scene_vrml2/export_vrml2.py @@ -178,8 +178,9 @@ def save_object(fw, global_matrix, bm = bmesh.new() bm.from_mesh(me) - bm.transform(global_matrix * obj.matrix_world) + # triangulate first so tessellation matches the view-port. bmesh.ops.triangulate(bm, faces=bm.faces) + bm.transform(global_matrix * obj.matrix_world) # default empty material_colors = [] |