forked from blender/blender
me-main #1
@ -101,7 +101,7 @@ void GeometryExporter::operator()(Object *ob)
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createLooseEdgeList(ob, me, geom_id);
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/* Only create Polylists if number of faces > 0 */
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/* Only create poly-lists if number of faces > 0. */
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if (me->totface > 0) {
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/* XXX slow */
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if (ob->totcol) {
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@ -186,7 +186,7 @@ int OBJMesh::ith_smooth_group(const int poly_index) const
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void OBJMesh::ensure_mesh_normals() const
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{
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/* Const cast can be removed when calculating face corner normals lazily is possible. */
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/* Constant cast can be removed when calculating face corner normals lazily is possible. */
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BKE_mesh_calc_normals_split(const_cast<Mesh *>(export_mesh_));
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}
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@ -62,11 +62,11 @@ static int gpu_shader_bump(GPUMaterial *mat,
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/* TODO (Miguel Pozo):
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* Currently, this doesn't compute the actual differentials, just the height at dX and dY
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* offsets. The actual differentials are computed inside the GLSL node_bump function by
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* substracting the height input. This avoids redundant computations when the height input is
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* subtracting the height input. This avoids redundant computations when the height input is
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* also needed by regular nodes as part in the main function (See #103903 for context).
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* A better option would be to add a "value" input socket (in this case the height) to the
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* differentiate node, but currently this kind of intermediate nodes are pruned in the codegen
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* process (see #104265), so we need to fix that first. */
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* differentiate node, but currently this kind of intermediate nodes are pruned in the
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* code generation process (see #104265), so we need to fix that first. */
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GPUNodeLink *dheight = GPU_differentiate_float_function(height_function);
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float invert = (node->custom1) ? -1.0 : 1.0;
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