Sculpt: Fix backwards normals in PBVH_GRIDS raycasting
Winding order of grid quads was backwards.
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blender-bot
2023-02-14 06:46:23 +01:00
Referenced by issue #98661, 3.2: Potential candidates for corrective releases
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@ -2311,16 +2311,16 @@ static bool pbvh_grids_node_raycast(PBVH *pbvh,
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const float *co[4];
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if (origco) {
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co[0] = origco[y * gridsize + x];
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co[1] = origco[y * gridsize + x + 1];
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co[2] = origco[(y + 1) * gridsize + x + 1];
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co[3] = origco[(y + 1) * gridsize + x];
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co[0] = origco[(y + 1) * gridsize + x];
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co[1] = origco[(y + 1) * gridsize + x + 1];
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co[2] = origco[y * gridsize + x + 1];
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co[3] = origco[y * gridsize + x];
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}
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else {
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co[0] = CCG_grid_elem_co(gridkey, grid, x, y);
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co[1] = CCG_grid_elem_co(gridkey, grid, x + 1, y);
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co[2] = CCG_grid_elem_co(gridkey, grid, x + 1, y + 1);
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co[3] = CCG_grid_elem_co(gridkey, grid, x, y + 1);
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co[0] = CCG_grid_elem_co(gridkey, grid, x, y + 1);
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co[1] = CCG_grid_elem_co(gridkey, grid, x + 1, y + 1);
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co[2] = CCG_grid_elem_co(gridkey, grid, x + 1, y);
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co[3] = CCG_grid_elem_co(gridkey, grid, x, y);
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}
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if (ray_face_intersection_quad(
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