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author | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-02-15 16:58:49 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-02-15 16:58:49 +0300 |
commit | 20283bfa0b1e38f6c33271b97f22488103243b50 (patch) | |
tree | 5f0e67bcac66ae87056ae7bf70a787d847ffef3b /source | |
parent | dd79f907a7cc2c902d8b15e27a1890c42bbb7df7 (diff) |
Fix wrong loop normals left after face splitting
Let's keep all data in a consistent state, so we don't have any
issues later on.
This solves rendering artifacts mentioned in the previous commit.
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/blenkernel/intern/mesh.c | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/source/blender/blenkernel/intern/mesh.c b/source/blender/blenkernel/intern/mesh.c index 75e2a13f069..42b6a841da0 100644 --- a/source/blender/blenkernel/intern/mesh.c +++ b/source/blender/blenkernel/intern/mesh.c @@ -2300,6 +2300,11 @@ void BKE_mesh_split_faces(Mesh *mesh) loop_prev = loop; } } + /* Adding new vertices will change loop normals. + * Since we ensured there is CD_NORMAL layer for loops we must bring it + * it back to a consistent state. + */ + BKE_mesh_calc_normals_split(mesh); #ifdef VALIDATE_MESH BKE_mesh_validate(mesh, true, true); #endif |