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authorTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2016-04-05 10:08:45 +0300
committerCampbell Barton <ideasman42@gmail.com>2016-04-05 12:34:50 +0300
commit63e0d3a47fdae8a42cd584f13d0530ea57ca0e6f (patch)
tree6db9ce9a7be3cb2ddf7d7621afd35d71b9314ecc
parent249077901320a006398a8ad55a73cb6717d5df39 (diff)
Fix T47705: Freestyle line glitch.
The addressed issue is a regression from Blender 2.75, after the internal switch from double to single precision floating-point numbers in the Freestyle code base. Face normal calculations require the higher precision during the computations, even though the results can be stored as single precision numbers.
-rw-r--r--source/blender/freestyle/intern/winged_edge/WEdge.cpp15
1 files changed, 8 insertions, 7 deletions
diff --git a/source/blender/freestyle/intern/winged_edge/WEdge.cpp b/source/blender/freestyle/intern/winged_edge/WEdge.cpp
index 87ca3a4235f..99aa2d22239 100644
--- a/source/blender/freestyle/intern/winged_edge/WEdge.cpp
+++ b/source/blender/freestyle/intern/winged_edge/WEdge.cpp
@@ -640,18 +640,19 @@ WFace *WShape::MakeFace(vector<WVertex *>& iVertexList, vector<bool>& iFaceEdgeM
vector<WVertex *>::iterator it;
// compute the face normal (v1v2 ^ v1v3)
- WVertex *v1, *v2, *v3;
+ // Double precision numbers are used here to avoid truncation errors [T47705]
+ Vec3r v1, v2, v3;
it = iVertexList.begin();
- v1 = *it;
+ v1 = (*it)->GetVertex();
it++;
- v2 = *it;
+ v2 = (*it)->GetVertex();
it++;
- v3 = *it;
+ v3 = (*it)->GetVertex();
- Vec3f vector1(v2->GetVertex() - v1->GetVertex());
- Vec3f vector2(v3->GetVertex() - v1->GetVertex());
+ Vec3r vector1(v2 - v1);
+ Vec3r vector2(v3 - v1);
- Vec3f normal(vector1 ^ vector2);
+ Vec3r normal(vector1 ^ vector2);
normal.normalize();
face->setNormal(normal);