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authorBenoit Bolsee <benoit.bolsee@online.be>2009-04-30 12:02:26 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2009-04-30 12:02:26 +0400
commit81ea467091996dab41a10af1111cd85fd34d1d69 (patch)
treee1e337e1ad9bc5066ff4a56a81b3679e11874840 /source/gameengine/Converter/BL_MeshDeformer.cpp
parentb5b24ee521866637871e7555d4294c0936a0664d (diff)
BGE fux #17796: Glsl + bones + set smooth = bug on vertext groups.
Diffstat (limited to 'source/gameengine/Converter/BL_MeshDeformer.cpp')
-rw-r--r--source/gameengine/Converter/BL_MeshDeformer.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_MeshDeformer.cpp b/source/gameengine/Converter/BL_MeshDeformer.cpp
index 80112346c72..b6a59774636 100644
--- a/source/gameengine/Converter/BL_MeshDeformer.cpp
+++ b/source/gameengine/Converter/BL_MeshDeformer.cpp
@@ -47,6 +47,7 @@
#include "GEN_Map.h"
#include "STR_HashedString.h"
+#include "BLI_arithb.h"
bool BL_MeshDeformer::Apply(RAS_IPolyMaterial*)
{
@@ -166,6 +167,7 @@ void BL_MeshDeformer::RecalcNormals()
fnor[0]= n1[1]*n2[2] - n1[2]*n2[1];
fnor[1]= n1[2]*n2[0] - n1[0]*n2[2];
fnor[2]= n1[0]*n2[1] - n1[1]*n2[0];
+ Normalize(fnor);
/* add to vertices for smooth normals */
float *vn1 = m_transnors[v1.getOrigIndex()];