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authorMal Duffin <malachyduffin@gmail.com>2007-10-23 04:02:29 +0400
committerMal Duffin <malachyduffin@gmail.com>2007-10-23 04:02:29 +0400
commit9e0cecc337b1c8057df234bedb9a252e1387e76b (patch)
tree206537a4128f5bea9ef2748df7a11e0f783763d2 /source/blender
parent03650fcf0b41052c94cb1b4b14dfd31407a6ac63 (diff)
ConvertToMesh for text ( and possibly curves ) was generating the wrong normals - the fact that the generated model was being set to double sided helped hide this.
To test for this in Blender, just add text, TAB out of edit mode, then convert to mesh ( ALT+C ), and press P for the game engine. Alternatively select Textured Draw Mode. You'll notice that the text is only visible from the back. This patch reverses this, to be more correct. Based on discussions on IRC, I'm now trying to fix another aspect of the extrude code - the fact that the faces at the front and back of the extruded curve face the same way ( ie one of them will be wrong ). I'll keep working on this, but if someone can help out, feel free!
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/blenkernel/intern/mesh.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/blenkernel/intern/mesh.c b/source/blender/blenkernel/intern/mesh.c
index 6e27f580d88..e6e6ba49066 100644
--- a/source/blender/blenkernel/intern/mesh.c
+++ b/source/blender/blenkernel/intern/mesh.c
@@ -933,8 +933,8 @@ void nurbs_to_mesh(Object *ob)
index= dl->index;
while(a--) {
mface->v1= startvert+index[0];
- mface->v2= startvert+index[1];
- mface->v3= startvert+index[2];
+ mface->v2= startvert+index[2];
+ mface->v3= startvert+index[1];
mface->v4= 0;
test_index_face(mface, NULL, 0, 3);