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authorTon Roosendaal <ton@blender.org>2004-05-29 20:14:34 +0400
committerTon Roosendaal <ton@blender.org>2004-05-29 20:14:34 +0400
commit59dad6aefc950443cbe18c39b662de912b6fb3e0 (patch)
tree82d5cfc07ce17dc2463c1ef360cbef3b711cef5f /source/blender/blenkernel/intern/mball.c
parent993a89e2a5fe4b18807ef623294d34f15f3ad534 (diff)
Recoded the methods how normals get corrected and flipped during render
conversion. Old method tried to solve it per object, detecting a flipped matrix. Since we have displacemapping and raytracing this is too inaccurate. Also, flipping normals should alsways result i correct flipped vertex- normals too. Solution is to completely recalcuate the 'puno' (vertex normal) flags in renderHelp.c now (set_normal_flags). The face normals themselves are not flipped until that stage. Second major improvement involves the calculation of correct splitted triangles, when a quad is not flat. It now creates triangles based on the vertex normals, which have actual information on surrounding geometry, thus resulting in much smoother results. Without this you get errors in ray-shadow, with light shining almost parallel to a face. But again, displacement mapping improves with it too. Third fix is that by removing normal flipping from displace code the result is much better now.
Diffstat (limited to 'source/blender/blenkernel/intern/mball.c')
0 files changed, 0 insertions, 0 deletions