- switch shadeDispList to always using DispListMesh from
mesh_get_derived_final... a bit slower atm because of extraneous copying (will be fixed shortly) but normals are correct for deformed meshes now (don't think they ever have been)
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@@ -2198,7 +2198,7 @@ static void drawDispListshaded(ListBase *lb, Object *ob)
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{
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DispList *dl, *dlob;
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int parts, p1, p2, p3, p4, a, b, *index;
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float *data, *v1, *v2, *v3, *v4;/* , *extverts=0 */
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float *data, *v1, *v2, *v3, *v4;
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unsigned int *cdata, *c1, *c2, *c3, *c4;
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char *cp;
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