Fix wrong loop normals left after face splitting
Let's keep all data in a consistent state, so we don't have any issues later on. This solves rendering artifacts mentioned in the previous commit.
This commit is contained in:
parent
dd79f907a7
commit
20283bfa0b
@ -2300,6 +2300,11 @@ void BKE_mesh_split_faces(Mesh *mesh)
|
||||
loop_prev = loop;
|
||||
}
|
||||
}
|
||||
/* Adding new vertices will change loop normals.
|
||||
* Since we ensured there is CD_NORMAL layer for loops we must bring it
|
||||
* it back to a consistent state.
|
||||
*/
|
||||
BKE_mesh_calc_normals_split(mesh);
|
||||
#ifdef VALIDATE_MESH
|
||||
BKE_mesh_validate(mesh, true, true);
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user