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authorCampbell Barton <ideasman42@gmail.com>2009-08-31 07:36:02 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-08-31 07:36:02 +0400
commit6b3351c327771c6572ddfb3677db087b15bf06d1 (patch)
treeef4f3fc19088d0bb7a58f614e7d617944cb9ea51 /source/gameengine/Rasterizer/RAS_Polygon.h
parentca96a75af49910340540960e7dbc797be9b01caf (diff)
bugfix [#19254] KX_PolyProxy returns improper VertexIndex with triangles, using .getVertexIndex() and .v1, .v2, etc.
Surprising this wasn't noticed before. Any mix of quads/tris caused the face verts of either quads/tries (whichever comes last). Tested by exporting the KX_MeshProxy and re-importing as an OBJ. This fix assumes there are only 2 m_darray's per face array which is currently true, but wont be if edge support is added back.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_Polygon.h')
-rw-r--r--source/gameengine/Rasterizer/RAS_Polygon.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/gameengine/Rasterizer/RAS_Polygon.h b/source/gameengine/Rasterizer/RAS_Polygon.h
index 41eaa6bdd4a..188390f1c6b 100644
--- a/source/gameengine/Rasterizer/RAS_Polygon.h
+++ b/source/gameengine/Rasterizer/RAS_Polygon.h
@@ -68,6 +68,7 @@ public:
void SetVertexOffset(int i, unsigned short offset);
int GetVertexOffset(int i);
+ int GetVertexOffsetAbs(RAS_MeshObject *mesh, int i); /* accounts for quad and tri arrays, slower, for python */
// each bit is for a visible edge, starting with bit 1 for the first edge, bit 2 for second etc.
// - Not used yet!