BGE [#18884] light in skinned object only work properly after running the action once.

This commit is contained in:
Benoit Bolsee 2009-06-04 21:24:41 +00:00
parent 3cb4547b80
commit 8154de7045

@ -143,9 +143,9 @@ void BL_MeshDeformer::RecalcNormals()
RAS_TexVert& v3 = it.vertex[it.index[i+2]]; RAS_TexVert& v3 = it.vertex[it.index[i+2]];
RAS_TexVert *v4 = NULL; RAS_TexVert *v4 = NULL;
const float *co1 = v1.getXYZ(); const float *co1 = m_transverts[v1.getOrigIndex()];
const float *co2 = v2.getXYZ(); const float *co2 = m_transverts[v2.getOrigIndex()];
const float *co3 = v3.getXYZ(); const float *co3 = m_transverts[v3.getOrigIndex()];
const float *co4 = NULL; const float *co4 = NULL;
/* compute face normal */ /* compute face normal */
@ -153,7 +153,7 @@ void BL_MeshDeformer::RecalcNormals()
if(nvert == 4) { if(nvert == 4) {
v4 = &it.vertex[it.index[i+3]]; v4 = &it.vertex[it.index[i+3]];
co4 = v4->getXYZ(); co4 = m_transverts[v4->getOrigIndex()];
n1[0]= co1[0]-co3[0]; n1[0]= co1[0]-co3[0];
n1[1]= co1[1]-co3[1]; n1[1]= co1[1]-co3[1];