- change mesh_calc_normals to set vertices with len(no)==0
to normalised coordinate (convention in blender, helps with halo) - removed vertexnormals(), vertexnormals_mesh() - removed CTX_NO_NOR_RECALC (always assume already calculated) - change NMesh.c to call mesh_calc_normals - chance load_editMesh to call mesh_calc_normals after done converting instead of using editmesh normals - update recalc_editnormals to also calc vertex normals (whats 4 more adds and a sqrt among friends) Its hard to believe, but it just might be the case that there are only two places mesh normals are calculated now (renderer and kernel)
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@@ -38,7 +38,6 @@ extern void join_mesh(void);
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extern void fasterdraw(void);
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extern void slowerdraw(void);
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extern void vertexnormals_mesh(Mesh *me);
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extern void sort_faces(void);
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