forked from bartvdbraak/blender
Report #1391
The work i did end of may on render normals (displacemap especially) caused refraction code to work wrong... took a while to find out, but just removed a couple of lines too much. Added clear comment there what it is, and what danger of removing is!
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@ -269,6 +269,10 @@ void set_normalflags(void)
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if((a1 & 255)==0) vlr= R.blovl[a1>>8];
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if((a1 & 255)==0) vlr= R.blovl[a1>>8];
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else vlr++;
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else vlr++;
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/* abuse of this flag... this is code that just sets face normal in direction of camera */
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/* that convention we should get rid of */
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if((vlr->flag & R_NOPUNOFLIP)==0) {
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vec[0]= vlr->v1->co[0];
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vec[0]= vlr->v1->co[0];
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vec[1]= vlr->v1->co[1];
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vec[1]= vlr->v1->co[1];
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vec[2]= vlr->v1->co[2];
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vec[2]= vlr->v1->co[2];
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@ -279,6 +283,7 @@ void set_normalflags(void)
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vlr->n[1]= -vlr->n[1];
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vlr->n[1]= -vlr->n[1];
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vlr->n[2]= -vlr->n[2];
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vlr->n[2]= -vlr->n[2];
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}
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}
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}
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/* recalculate puno. Displace & flipped matrices can screw up */
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/* recalculate puno. Displace & flipped matrices can screw up */
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vlr->puno= 0;
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vlr->puno= 0;
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