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author | Bastien Montagne <montagne29@wanadoo.fr> | 2018-02-22 17:00:42 +0300 |
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committer | Bastien Montagne <montagne29@wanadoo.fr> | 2018-02-22 17:20:39 +0300 |
commit | 0eee776e454f6b78ffa33b2ed8b19c747d8193ec (patch) | |
tree | 3dd6e28b13698afa080a2acfe301efd34aba7563 /source/blender/blenkernel/BKE_mesh.h | |
parent | 4b068c4d6f960e0a4da7e252c1d69743e282362f (diff) |
Fix (unreported) meshes changing shading when creating empty clnors data.
When you were using autosmooth to generate some custom normals, and
created empty custom loop normal data, you would go back to an 'all
smooth' shading, cancelling some sharp edges generated by the mesh's
smooth threshold.
Now we will first tag such edges as sharp, such that shading remains the
same. This is not crucial in current master, but it is for clnors
editing gsoc branch!
Diffstat (limited to 'source/blender/blenkernel/BKE_mesh.h')
-rw-r--r-- | source/blender/blenkernel/BKE_mesh.h | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_mesh.h b/source/blender/blenkernel/BKE_mesh.h index 2fd000ebaae..31d889863b2 100644 --- a/source/blender/blenkernel/BKE_mesh.h +++ b/source/blender/blenkernel/BKE_mesh.h @@ -196,6 +196,13 @@ void BKE_mesh_loop_tangents_ex( void BKE_mesh_loop_tangents( struct Mesh *mesh, const char *uvmap, float (*r_looptangents)[4], struct ReportList *reports); +void BKE_edges_sharp_from_angle_set( + const struct MVert *mverts, const int numVerts, + struct MEdge *medges, const int numEdges, + struct MLoop *mloops, const int numLoops, + struct MPoly *mpolys, const float (*polynors)[3], const int numPolys, + const float split_angle); + /** * References a contiguous loop-fan with normal offset vars. */ |