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authorJacques Lucke <jacques@blender.org>2022-07-14 11:35:46 +0300
committerJacques Lucke <jacques@blender.org>2022-07-14 11:35:59 +0300
commit44e530e1b107fd0d91f472f9a58642ab59fd5422 (patch)
tree61a70d743c7a61bf899ec49e67894ec26d0b2c23
parent9d73bbd9668aaa9fd407780309f5b63b05655fcd (diff)
Geometry Nodes: fix face corner to edge attribute interpolation
Looks like this was wrong all the time.. Luckily, this conversion is not very common. Found when testing D15274.
-rw-r--r--source/blender/blenkernel/intern/geometry_component_mesh.cc12
1 files changed, 7 insertions, 5 deletions
diff --git a/source/blender/blenkernel/intern/geometry_component_mesh.cc b/source/blender/blenkernel/intern/geometry_component_mesh.cc
index cf6681a69be..83bf2a5d27b 100644
--- a/source/blender/blenkernel/intern/geometry_component_mesh.cc
+++ b/source/blender/blenkernel/intern/geometry_component_mesh.cc
@@ -298,12 +298,14 @@ static void adapt_mesh_domain_corner_to_edge_impl(const Mesh &mesh,
const MPoly &poly = mesh.mpoly[poly_index];
/* For every edge, mix values from the two adjacent corners (the current and next corner). */
- for (const int loop_index : IndexRange(poly.loopstart, poly.totloop)) {
- const int loop_index_next = (loop_index + 1) % poly.totloop;
- const MLoop &loop = mesh.mloop[loop_index];
+ for (const int i : IndexRange(poly.totloop)) {
+ const int next_i = (i + 1) % poly.totloop;
+ const int loop_i = poly.loopstart + i;
+ const int next_loop_i = poly.loopstart + next_i;
+ const MLoop &loop = mesh.mloop[loop_i];
const int edge_index = loop.e;
- mixer.mix_in(edge_index, old_values[loop_index]);
- mixer.mix_in(edge_index, old_values[loop_index_next]);
+ mixer.mix_in(edge_index, old_values[loop_i]);
+ mixer.mix_in(edge_index, old_values[next_loop_i]);
}
}