diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-02-22 12:53:28 +0300 |
---|---|---|
committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-02-22 12:54:36 +0300 |
commit | 36c4fc1ea9d987ec88b27c04927ac44e12a49778 (patch) | |
tree | fc91b50d4e4e13c08980f7ac9f34463abaad4291 /source/blender/blenkernel/BKE_mesh.h | |
parent | 2c30fd83f1513b4e9f146024501b15bd31ee4804 (diff) |
Cycles: Fix shading with autosmooth and custom normals
New logic of split_faces was leaving mesh in a proper state
from Blender's point of view, but Cycles wanted loop normals
to be "flushed" to vertex normals.
Now we do such a flush from Cycles side again, so we don't
leave bad meshes behind.
Thanks Bastien for assistance here!
Diffstat (limited to 'source/blender/blenkernel/BKE_mesh.h')
-rw-r--r-- | source/blender/blenkernel/BKE_mesh.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/BKE_mesh.h b/source/blender/blenkernel/BKE_mesh.h index e42692622f4..b83bec5a302 100644 --- a/source/blender/blenkernel/BKE_mesh.h +++ b/source/blender/blenkernel/BKE_mesh.h @@ -131,7 +131,7 @@ bool BKE_mesh_uv_cdlayer_rename(struct Mesh *me, const char *old_name, const cha float (*BKE_mesh_vertexCos_get(const struct Mesh *me, int *r_numVerts))[3]; -void BKE_mesh_split_faces(struct Mesh *mesh); +void BKE_mesh_split_faces(struct Mesh *mesh, bool free_loop_normals); struct Mesh *BKE_mesh_new_from_object(struct Main *bmain, struct Scene *sce, struct Object *ob, int apply_modifiers, int settings, int calc_tessface, int calc_undeformed); |