Blender-Internal: avoid redundant area check
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@ -2721,12 +2721,13 @@ static void init_render_curve(Render *re, ObjectRen *obr, int timeoffset)
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vlr->v4= NULL;
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/* to prevent float accuracy issues, we calculate normal in local object space (not world) */
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if (area_tri_v3(co3, co2, co1)>FLT_EPSILON) {
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if (negative_scale)
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normal_tri_v3(tmp, co1, co2, co3);
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else
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normal_tri_v3(tmp, co3, co2, co1);
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add_v3_v3(n, tmp);
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if (normal_tri_v3(tmp, co1, co2, co3) > FLT_EPSILON) {
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if (negative_scale == false) {
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add_v3_v3(n, tmp);
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}
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else {
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sub_v3_v3(n, tmp);
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}
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}
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vlr->mat= matar[ dl->col ];
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