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authorBastien Montagne <montagne29@wanadoo.fr>2015-02-06 22:14:18 +0300
committerBastien Montagne <montagne29@wanadoo.fr>2015-02-06 22:14:18 +0300
commita42553f986baa8f457b2b9db0b97d8e86bfca1cf (patch)
treefa3f1069c55fbc5417a4cb0d2cc9c9b12b8a7c2b /source/blender/blenkernel/intern/mesh_evaluate.c
parentb12f3cbee73633d663f9b3811827deaf79f3031b (diff)
Fix T43579: FBX Export shading issue (Broken normals?)
Error in custom split normals work, non-autosmooth normals != vertex normals! Loops from flat faces shall take normal of their face, not their vertex. Tsst...
Diffstat (limited to 'source/blender/blenkernel/intern/mesh_evaluate.c')
-rw-r--r--source/blender/blenkernel/intern/mesh_evaluate.c25
1 files changed, 20 insertions, 5 deletions
diff --git a/source/blender/blenkernel/intern/mesh_evaluate.c b/source/blender/blenkernel/intern/mesh_evaluate.c
index f12fdeb7a80..5520653d3de 100644
--- a/source/blender/blenkernel/intern/mesh_evaluate.c
+++ b/source/blender/blenkernel/intern/mesh_evaluate.c
@@ -1062,18 +1062,33 @@ void BKE_mesh_normals_loop_split(
{
/* For now this is not supported. If we do not use split normals, we do not generate anything fancy! */
- BLI_assert(use_split_normals || !(r_lnors_spacearr || r_loop_to_poly));
+ BLI_assert(use_split_normals || !(r_lnors_spacearr));
if (!use_split_normals) {
- /* In this case, we simply fill lnors with vnors, quite simple!
+ /* In this case, we simply fill lnors with vnors (or fnors for flat faces), quite simple!
* Note this is done here to keep some logic and consistency in this quite complex code,
* since we may want to use lnors even when mesh's 'autosmooth' is disabled (see e.g. mesh mapping code).
* As usual, we could handle that on case-by-case basis, but simpler to keep it well confined here.
*/
- int i;
+ int mp_index;
- for (i = 0; i < numLoops; i++) {
- normal_short_to_float_v3(r_loopnors[i], mverts[mloops[i].v].no);
+ for (mp_index = 0; mp_index < numPolys; mp_index++) {
+ MPoly *mp = &mpolys[mp_index];
+ int ml_index = mp->loopstart;
+ const int ml_index_end = ml_index + mp->totloop;
+ const bool is_poly_flat = ((mp->flag & ME_SMOOTH) == 0);
+
+ for (; ml_index < ml_index_end; ml_index++) {
+ if (r_loop_to_poly) {
+ r_loop_to_poly[ml_index] = mp_index;
+ }
+ if (is_poly_flat) {
+ copy_v3_v3(r_loopnors[ml_index], polynors[mp_index]);
+ }
+ else {
+ normal_short_to_float_v3(r_loopnors[ml_index], mverts[mloops[ml_index].v].no);
+ }
+ }
}
return;
}