BGE fux #17796: Glsl + bones + set smooth = bug on vertext groups.
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@ -47,6 +47,7 @@
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#include "GEN_Map.h"
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#include "STR_HashedString.h"
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#include "BLI_arithb.h"
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bool BL_MeshDeformer::Apply(RAS_IPolyMaterial*)
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{
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@ -166,6 +167,7 @@ void BL_MeshDeformer::RecalcNormals()
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fnor[0]= n1[1]*n2[2] - n1[2]*n2[1];
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fnor[1]= n1[2]*n2[0] - n1[0]*n2[2];
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fnor[2]= n1[0]*n2[1] - n1[1]*n2[0];
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Normalize(fnor);
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/* add to vertices for smooth normals */
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float *vn1 = m_transnors[v1.getOrigIndex()];
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