- removed mface->puno flags, was only used to flip normals in display
and this is better left to user (whee this was a fun commit! so much deleting!) - removed mesh_calculate_vertex_normals (replaced by mesh_calc_normals)
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@@ -1312,8 +1312,8 @@ void vertexnormals(int testflip)
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Mesh *me;
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EditVert *eve;
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EditFace *efa;
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float n1[3], n2[3], n3[3], n4[3], co[4], fac1, fac2, fac3, fac4, *temp;
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float *f1, *f2, *f3, *f4, xn, yn, zn;
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float n1[3], n2[3], n3[3], n4[3], co[4], *temp;
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float xn, yn, zn;
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float len, area;
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if(G.obedit && G.obedit->type==OB_MESH) {
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@@ -1440,42 +1440,11 @@ void vertexnormals(int testflip)
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/* vertex normal flip-flags for shade (render) */
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efa= em->faces.first;
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while(efa) {
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efa->puno=0;
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if(testflip) {
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f1= efa->v1->no;
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f2= efa->v2->no;
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f3= efa->v3->no;
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fac1= efa->n[0]*f1[0] + efa->n[1]*f1[1] + efa->n[2]*f1[2];
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if(fac1<0.0) {
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efa->puno = ME_FLIPV1;
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}
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fac2= efa->n[0]*f2[0] + efa->n[1]*f2[1] + efa->n[2]*f2[2];
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if(fac2<0.0) {
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efa->puno += ME_FLIPV2;
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}
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fac3= efa->n[0]*f3[0] + efa->n[1]*f3[1] + efa->n[2]*f3[2];
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if(fac3<0.0) {
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efa->puno += ME_FLIPV3;
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}
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if(efa->v4) {
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f4= efa->v4->no;
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fac4= efa->n[0]*f4[0] + efa->n[1]*f4[1] + efa->n[2]*f4[2];
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if(fac4<0.0) {
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efa->puno += ME_FLIPV4;
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}
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}
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}
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/* projection for cubemap! */
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xn= fabs(efa->n[0]);
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yn= fabs(efa->n[1]);
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zn= fabs(efa->n[2]);
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if(zn>xn && zn>yn) efa->puno += ME_PROJXY;
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else if(yn>xn && yn>zn) efa->puno += ME_PROJXZ;
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else efa->puno += ME_PROJYZ;
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efa= efa->next;
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}
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}
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