forked from bartvdbraak/blender
- renderer always goes through DerivedMesh atm, means no need
to recalc vertex normals (can be assumed good)
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bacb560634
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734d5b2dba
@ -1007,7 +1007,7 @@ static void mesh_calc_modifiers(Object *ob, float (*inputVertexCos)[3], DerivedM
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/* Note: useDeform==1 implies ob must be non-NULL */
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if (useDeform && ob) {
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if (useDeform) {
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mesh_modifier(ob, &deformedVerts);
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if (!deformedVerts) {
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@ -1312,7 +1312,7 @@ static void init_render_mesh(Object *ob)
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unsigned int *vertcol;
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float xn, yn, zn, imat[3][3], mat[4][4]; //nor[3],
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float *orco=0;
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int a, a1, ok, do_puno=0, need_orco=0, totvlako, totverto, vertofs;
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int a, a1, ok, need_orco=0, totvlako, totverto, vertofs;
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int end, do_autosmooth=0, totvert = 0;
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DispListMesh *dlm = NULL;
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DerivedMesh *dm;
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@ -1338,8 +1338,6 @@ static void init_render_mesh(Object *ob)
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totvlako= R.totvlak;
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totverto= R.totvert;
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if(me->key) do_puno= 1;
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need_orco= 0;
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for(a=1; a<=ob->totcol; a++) {
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ma= give_render_material(ob, a);
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@ -1380,13 +1378,11 @@ static void init_render_mesh(Object *ob)
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xn= mvert->no[0];
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yn= mvert->no[1];
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zn= mvert->no[2];
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if(do_puno==0) {
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/* transpose ! */
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ver->n[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn;
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ver->n[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn;
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ver->n[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn;
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Normalise(ver->n);
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}
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/* transpose ! */
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ver->n[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn;
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ver->n[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn;
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ver->n[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn;
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Normalise(ver->n);
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if(orco) {
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ver->orco= orco;
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orco+=3;
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@ -1559,13 +1555,11 @@ static void init_render_mesh(Object *ob)
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xn= (v0->no[0]+v1->no[0]);
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yn= (v0->no[1]+v1->no[1]);
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zn= (v0->no[2]+v1->no[2]);
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if(do_puno==0) {
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/* transpose ! */
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vlr->n[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn;
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vlr->n[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn;
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vlr->n[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn;
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Normalise(vlr->n);
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}
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/* transpose ! */
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vlr->n[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn;
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vlr->n[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn;
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vlr->n[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn;
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Normalise(vlr->n);
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vlr->mat= ma;
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vlr->flag= 0;
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@ -1576,11 +1570,6 @@ static void init_render_mesh(Object *ob)
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}
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}
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if(do_puno) {
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calc_vertexnormals(totverto, totvlako);
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do_puno= 0;
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}
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if (test_for_displace( ob ) )
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do_displacement(ob, totvlako, R.totvlak-totvlako, totverto, R.totvert-totverto);
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