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authorSergey Sharybin <sergey.vfx@gmail.com>2017-02-22 12:53:28 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-02-22 12:54:36 +0300
commit36c4fc1ea9d987ec88b27c04927ac44e12a49778 (patch)
treefc91b50d4e4e13c08980f7ac9f34463abaad4291 /source/blender/editors/object
parent2c30fd83f1513b4e9f146024501b15bd31ee4804 (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/editors/object')
-rw-r--r--source/blender/editors/object/object_bake_api.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/object/object_bake_api.c b/source/blender/editors/object/object_bake_api.c
index fd95d6129ad..6b06e7b0a6c 100644
--- a/source/blender/editors/object/object_bake_api.c
+++ b/source/blender/editors/object/object_bake_api.c
@@ -619,7 +619,7 @@ static Mesh *bake_mesh_new_from_object(Main *bmain, Scene *scene, Object *ob)
ED_object_editmode_load(ob);
Mesh *me = BKE_mesh_new_from_object(bmain, scene, ob, 1, 2, 0, 0);
- BKE_mesh_split_faces(me);
+ BKE_mesh_split_faces(me, true);
return me;
}