diff --git a/source/blender/renderconverter/intern/convertBlenderScene.c b/source/blender/renderconverter/intern/convertBlenderScene.c index fd131515a3c..d281af32117 100644 --- a/source/blender/renderconverter/intern/convertBlenderScene.c +++ b/source/blender/renderconverter/intern/convertBlenderScene.c @@ -3074,9 +3074,7 @@ void displace_render_face(VlakRen *vlr, float *scale) nor); xn= vlr->n[0]*nor[0]+vlr->n[1]*nor[1]+vlr->n[2]*nor[2]; - //if (xn<0.0) flipnorm=1; - - //printf("before vlr->n=%f, %f, %f flipn=%i\n", vlr->n[0], vlr->n[1], vlr->n[2], flipnorm); + if (xn<0.0) flipnorm=1; /* UV coords must come from face */ hasuv = vlr->tface && (shi.matren->texco & TEXCO_UV); @@ -3089,7 +3087,6 @@ void displace_render_face(VlakRen *vlr, float *scale) shi.uv[0] = 2*vlr->tface->uv[0][0]-1.0f; /* shi.uv and tface->uv are */ shi.uv[1]= 2*vlr->tface->uv[0][1]-1.0f; /* scalled differently */ } - //printf("v1 "); displace_render_vert(&shi, vlr->v1, scale); } @@ -3098,7 +3095,6 @@ void displace_render_face(VlakRen *vlr, float *scale) shi.uv[0] = 2*vlr->tface->uv[1][0]-1.0f; shi.uv[1]= 2*vlr->tface->uv[1][1]-1.0f; } - //printf("v2 "); displace_render_vert(&shi, vlr->v2, scale); } @@ -3107,7 +3103,6 @@ void displace_render_face(VlakRen *vlr, float *scale) shi.uv[0] = 2*vlr->tface->uv[2][0]-1.0f; shi.uv[1]= 2*vlr->tface->uv[2][1]-1.0f; } - //printf("v3 "); displace_render_vert(&shi, vlr->v3, scale); } @@ -3117,8 +3112,7 @@ void displace_render_face(VlakRen *vlr, float *scale) shi.uv[0] = 2*vlr->tface->uv[3][0]-1.0f; shi.uv[1]= 2*vlr->tface->uv[3][1]-1.0f; } - //printf("v4 "); - displace_render_vert(&shi, vlr->v4, scale); + displace_render_vert(&shi, vlr->v4, scale); } /* We want to split the quad along the opposite verts that are */ /* closest in displace value. This will help smooth edges. */ @@ -3140,7 +3134,7 @@ void displace_render_face(VlakRen *vlr, float *scale) else vlr->len= CalcNormFloat(vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n); } - //printf("after vlr->n=%f, %f, %f\n\n", vlr->n[0], vlr->n[1], vlr->n[2]); + } void displace_render_vert(ShadeInput *shi, VertRen *vr, float *scale)