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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-03-20 16:35:35 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-03-20 16:35:35 +0300
commit549b5e1222fcda5ca9b7d1892ca4d05e2c62c066 (patch)
treef69a4a833a3eb092530bb0d7959e43cf05ca0362 /source/blender/editors/mesh
parenta50cdf713a800c07629495f0d5e7124cddbbc2c9 (diff)
Fix/change in normal computation, now the viewport uses the same angle
weighted normals as the render engine, and the render engine will copy normals from the mesh rather than always recalculating them. Subsurf/multires still use regular vertex normals, but they are expected to be sufficiently high resolution to not need this. This means that normal maps displayed in the viewport actually match the render engine exactly and don't have artifacts due to this discrepancy. It of course also avoids unexpected surprises where your render normals look different than your viewport normals. Subversion bumped to 4 for version patch to recalculate normals. Patch by Morten Mikkelsen, with some small changes.
Diffstat (limited to 'source/blender/editors/mesh')
-rw-r--r--source/blender/editors/mesh/editmesh_lib.c25
1 files changed, 19 insertions, 6 deletions
diff --git a/source/blender/editors/mesh/editmesh_lib.c b/source/blender/editors/mesh/editmesh_lib.c
index 18706c0372e..384b311437b 100644
--- a/source/blender/editors/mesh/editmesh_lib.c
+++ b/source/blender/editors/mesh/editmesh_lib.c
@@ -2010,21 +2010,34 @@ void recalc_editnormals(EditMesh *em)
if(efa->v4) {
normal_quad_v3( efa->n,efa->v1->co, efa->v2->co, efa->v3->co, efa->v4->co);
cent_quad_v3(efa->cent, efa->v1->co, efa->v2->co, efa->v3->co, efa->v4->co);
- add_v3_v3(efa->v4->no, efa->n);
}
else {
normal_tri_v3( efa->n,efa->v1->co, efa->v2->co, efa->v3->co);
cent_tri_v3(efa->cent, efa->v1->co, efa->v2->co, efa->v3->co);
}
- add_v3_v3(efa->v1->no, efa->n);
- add_v3_v3(efa->v2->no, efa->n);
- add_v3_v3(efa->v3->no, efa->n);
+
+ if((efa->flag&ME_SMOOTH)!=0) {
+ float *n4= (efa->v4)? efa->v4->no: NULL;
+ float *c4= (efa->v4)? efa->v4->co: NULL;
+
+ accumulate_vertex_normals(efa->v1->no, efa->v2->no, efa->v3->no, n4,
+ efa->n, efa->v1->co, efa->v2->co, efa->v3->co, c4);
+ }
+ }
+
+ for(efa= em->faces.first; efa; efa=efa->next) {
+ if((efa->flag&ME_SMOOTH)==0) {
+ if(is_zero_v3(efa->v1->no)) copy_v3_v3(efa->v1->no, efa->n);
+ if(is_zero_v3(efa->v2->no)) copy_v3_v3(efa->v2->no, efa->n);
+ if(is_zero_v3(efa->v3->no)) copy_v3_v3(efa->v3->no, efa->n);
+ if(efa->v4 && is_zero_v3(efa->v4->no)) copy_v3_v3(efa->v4->no, efa->n);
+ }
}
/* following Mesh convention; we use vertex coordinate itself for normal in this case */
for(eve= em->verts.first; eve; eve=eve->next) {
- if (normalize_v3(eve->no)==0.0) {
- VECCOPY(eve->no, eve->co);
+ if(normalize_v3(eve->no) == 0.0f) {
+ copy_v3_v3(eve->no, eve->co);
normalize_v3(eve->no);
}
}