- another drawing bugfix, some normals were passed wrong
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@@ -828,7 +828,7 @@ static void emDM_drawMappedFaces(DerivedMesh *dm, int (*setDrawOptions)(void *us
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glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
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glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
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if (drawSmooth) {
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if (!drawSmooth) {
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glNormal3fv(emdm->faceNos[i]);
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glVertex3fv(emdm->vertexCos[(int) efa->v1->prev]);
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glVertex3fv(emdm->vertexCos[(int) efa->v2->prev]);
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@@ -860,7 +860,7 @@ static void emDM_drawMappedFaces(DerivedMesh *dm, int (*setDrawOptions)(void *us
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glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
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glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
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if (drawSmooth) {
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if (!drawSmooth) {
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glNormal3fv(efa->n);
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glVertex3fv(efa->v1->co);
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glVertex3fv(efa->v2->co);
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