Fix: Applying object transform can create normal layers
Because this operator is used on original objects, it's best to tag the normals dirty instead of explicitly calculating them, to avoid unnecessarily storing normal layers on an original object (since they might have to be recalculated during evaluation anyway). There may be other places this change is helpful, but being conservative is likely better for now. Related to T95125
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@@ -811,8 +811,8 @@ static int apply_objects_internal(bContext *C,
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/* adjust data */
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BKE_mesh_transform(me, mat, true);
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/* update normals */
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BKE_mesh_calc_normals(me);
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/* If normal layers exist, they are now dirty. */
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BKE_mesh_normals_tag_dirty(me);
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}
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else if (ob->type == OB_ARMATURE) {
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bArmature *arm = ob->data;
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