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.
This commit is contained in:
2006-09-06 17:32:53 +00:00
parent 0fa174f03e
commit c54e20a86a

View File

@@ -1828,8 +1828,11 @@ static void init_render_mesh(Render *re, Object *ob, Object *par, int only_verts
if(ma->texco & TEXCO_STRESS)
need_stress= 1;
/* qdn: normalmaps, test if tangents needed, separated from shading */
if ((ma->mode & MA_TANGENT_V) || (ma->mode & MA_NORMAP_TANG))
if ((ma->mode & MA_TANGENT_V) || (ma->mode & MA_NORMAP_TANG)) {
need_tangent= 1;
if(me->tface==NULL)
need_orco= 1;
}
/* radio faces need autosmooth, to separate shared vertices in corners */
if(re->r.mode & R_RADIO)
if(ma->mode & MA_RADIO)