forked from bartvdbraak/blender
BGE [#18884] light in skinned object only work properly after running the action once.
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@ -143,9 +143,9 @@ void BL_MeshDeformer::RecalcNormals()
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RAS_TexVert& v3 = it.vertex[it.index[i+2]];
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RAS_TexVert& v3 = it.vertex[it.index[i+2]];
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RAS_TexVert *v4 = NULL;
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RAS_TexVert *v4 = NULL;
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const float *co1 = v1.getXYZ();
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const float *co1 = m_transverts[v1.getOrigIndex()];
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const float *co2 = v2.getXYZ();
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const float *co2 = m_transverts[v2.getOrigIndex()];
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const float *co3 = v3.getXYZ();
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const float *co3 = m_transverts[v3.getOrigIndex()];
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const float *co4 = NULL;
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const float *co4 = NULL;
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/* compute face normal */
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/* compute face normal */
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@ -153,7 +153,7 @@ void BL_MeshDeformer::RecalcNormals()
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if(nvert == 4) {
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if(nvert == 4) {
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v4 = &it.vertex[it.index[i+3]];
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v4 = &it.vertex[it.index[i+3]];
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co4 = v4->getXYZ();
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co4 = m_transverts[v4->getOrigIndex()];
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n1[0]= co1[0]-co3[0];
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n1[0]= co1[0]-co3[0];
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n1[1]= co1[1]-co3[1];
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n1[1]= co1[1]-co3[1];
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