forked from bartvdbraak/blender
Editmesh: remove redundant normal calculation call for subdivide
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577e4f8d9e
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b54793ef02
@ -165,14 +165,11 @@ static BMEdge *connect_smallest_face(BMesh *bm, BMVert *v_a, BMVert *v_b, BMFace
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static void alter_co(BMVert *v, BMEdge *UNUSED(origed), const SubDParams *params, float perc,
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BMVert *vsta, BMVert *vend)
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{
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float tvec[3], prev_co[3], fac;
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float tvec[3], fac;
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float *co = BM_ELEM_CD_GET_VOID_P(v, params->shape_info.cd_vert_shape_offset_tmp);
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int i;
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BM_vert_normal_update_all(v);
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copy_v3_v3(co, v->co);
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copy_v3_v3(prev_co, co);
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if (UNLIKELY(params->use_sphere)) { /* subdivide sphere */
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normalize_v3(co);
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@ -236,7 +233,7 @@ static void alter_co(BMVert *v, BMEdge *UNUSED(origed), const SubDParams *params
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* this by getting the normals and coords for each shape key and
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* re-calculate the smooth value for each but this is quite involved.
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* for now its ok to simply apply the difference IMHO - campbell */
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sub_v3_v3v3(tvec, prev_co, co);
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sub_v3_v3v3(tvec, v->co, co);
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if (params->shape_info.totlayer > 1) {
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/* skip the last layer since its the temp */
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