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author | Campbell Barton <ideasman42@gmail.com> | 2015-08-24 08:14:34 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2015-08-24 08:20:23 +0300 |
commit | 30067b499ac15d709af416fa691d801fc628d6d9 (patch) | |
tree | b79c406bbbcd5e49e3356ea1bc4a36f2af22c688 /source/gameengine/Converter/BL_BlenderDataConversion.cpp | |
parent | 4f61de65883959f62e94bd5f4065cd04f0b9595f (diff) |
Fix editmesh GLSL tangent drawing
The generic tangent calculation relied on CDDM arrays which aren't available in edit-mode.
Add a tangent calculation callback, which has its own implementation for editmesh data.
Diffstat (limited to 'source/gameengine/Converter/BL_BlenderDataConversion.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 9664e2f6d2d..c74fd82a9f6 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -964,7 +964,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene, if (CustomData_get_layer_index(&dm->faceData, CD_TANGENT) == -1) { bool generate_data = false; if (CustomData_get_layer_index(&dm->loopData, CD_TANGENT) == -1) { - DM_add_tangent_layer(dm); + DM_calc_loop_tangents(dm); generate_data = true; } DM_generate_tangent_tessface_data(dm, generate_data); |