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author | Benoit Bolsee <benoit.bolsee@online.be> | 2009-04-30 12:02:26 +0400 |
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committer | Benoit Bolsee <benoit.bolsee@online.be> | 2009-04-30 12:02:26 +0400 |
commit | 81ea467091996dab41a10af1111cd85fd34d1d69 (patch) | |
tree | e1e337e1ad9bc5066ff4a56a81b3679e11874840 /source/gameengine | |
parent | b5b24ee521866637871e7555d4294c0936a0664d (diff) |
BGE fux #17796: Glsl + bones + set smooth = bug on vertext groups.
Diffstat (limited to 'source/gameengine')
-rw-r--r-- | source/gameengine/Converter/BL_MeshDeformer.cpp | 2 |
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()]; |