Fix stupid typo that broke split normal shading in edit mode, when there was some deform modifiers.

This commit is contained in:
Bastien Montagne 2014-04-20 23:12:18 +02:00
parent b264f613df
commit dcd2a8fcc4
2 changed files with 2 additions and 1 deletions

View File

@ -180,6 +180,7 @@ static void emDM_calcLoopNormals(DerivedMesh *dm, const float split_angle)
/* calculate loop normals from poly and vertex normals */
emDM_ensureVertNormals(bmdm);
emDM_ensurePolyNormals(bmdm);
dm->dirty &= ~DM_DIRTY_NORMALS;
vertexCos = bmdm->vertexCos;

View File

@ -473,7 +473,7 @@ static void bm_mesh_edges_sharp_tag(BMesh *bm, const float (*vnos)[3], const flo
if (BM_edge_loop_pair(e, &l_a, &l_b)) {
bool is_angle_smooth = true;
if (check_angle) {
const float *no_a = fnos ? fnos[BM_elem_index_get(l_b->f)] : l_a->f->no;
const float *no_a = fnos ? fnos[BM_elem_index_get(l_a->f)] : l_a->f->no;
const float *no_b = fnos ? fnos[BM_elem_index_get(l_b->f)] : l_b->f->no;
is_angle_smooth = (dot_v3v3(no_a, no_b) >= split_angle);
}