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authorTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2016-04-05 10:08:45 +0300
committerCampbell Barton <ideasman42@gmail.com>2016-04-05 12:34:50 +0300
commit63e0d3a47fdae8a42cd584f13d0530ea57ca0e6f (patch)
tree6db9ce9a7be3cb2ddf7d7621afd35d71b9314ecc /source
parent249077901320a006398a8ad55a73cb6717d5df39 (diff)
Fix T47705: Freestyle line glitch.
The addressed issue is a regression from Blender 2.75, after the internal switch from double to single precision floating-point numbers in the Freestyle code base. Face normal calculations require the higher precision during the computations, even though the results can be stored as single precision numbers.
Diffstat (limited to 'source')
-rw-r--r--source/blender/freestyle/intern/winged_edge/WEdge.cpp15
1 files changed, 8 insertions, 7 deletions
diff --git a/source/blender/freestyle/intern/winged_edge/WEdge.cpp b/source/blender/freestyle/intern/winged_edge/WEdge.cpp
index 87ca3a4235f..99aa2d22239 100644
--- a/source/blender/freestyle/intern/winged_edge/WEdge.cpp
+++ b/source/blender/freestyle/intern/winged_edge/WEdge.cpp
@@ -640,18 +640,19 @@ WFace *WShape::MakeFace(vector<WVertex *>& iVertexList, vector<bool>& iFaceEdgeM
vector<WVertex *>::iterator it;
// compute the face normal (v1v2 ^ v1v3)
- WVertex *v1, *v2, *v3;
+ // Double precision numbers are used here to avoid truncation errors [T47705]
+ Vec3r v1, v2, v3;
it = iVertexList.begin();
- v1 = *it;
+ v1 = (*it)->GetVertex();
it++;
- v2 = *it;
+ v2 = (*it)->GetVertex();
it++;
- v3 = *it;
+ v3 = (*it)->GetVertex();
- Vec3f vector1(v2->GetVertex() - v1->GetVertex());
- Vec3f vector2(v3->GetVertex() - v1->GetVertex());
+ Vec3r vector1(v2 - v1);
+ Vec3r vector2(v3 - v1);
- Vec3f normal(vector1 ^ vector2);
+ Vec3r normal(vector1 ^ vector2);
normal.normalize();
face->setNormal(normal);