Fix for new orco-tangent render option: then also 'orco' texture
coordinates should be calculated... it wouldn't work unless you assign a texture to a Material using 'orco' map.
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@@ -1828,8 +1828,11 @@ static void init_render_mesh(Render *re, Object *ob, Object *par, int only_verts
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if(ma->texco & TEXCO_STRESS)
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need_stress= 1;
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/* qdn: normalmaps, test if tangents needed, separated from shading */
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if ((ma->mode & MA_TANGENT_V) || (ma->mode & MA_NORMAP_TANG))
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if ((ma->mode & MA_TANGENT_V) || (ma->mode & MA_NORMAP_TANG)) {
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need_tangent= 1;
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if(me->tface==NULL)
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need_orco= 1;
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}
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/* radio faces need autosmooth, to separate shared vertices in corners */
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if(re->r.mode & R_RADIO)
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if(ma->mode & MA_RADIO)
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