diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.cpp b/source/gameengine/Rasterizer/RAS_MeshObject.cpp index 5625b172913..278aa9c75e2 100644 --- a/source/gameengine/Rasterizer/RAS_MeshObject.cpp +++ b/source/gameengine/Rasterizer/RAS_MeshObject.cpp @@ -304,7 +304,7 @@ void RAS_MeshObject::AddVertex(RAS_Polygon *poly, int i, slot = mmat->m_baseslot; darray = slot->CurrentDisplayArray(); - if(!flat) { + { /* Shared Vertex! */ /* find vertices shared between faces, with the restriction * that they exist in the same display array, and have the * same uv coordinate etc */ @@ -332,7 +332,7 @@ void RAS_MeshObject::AddVertex(RAS_Polygon *poly, int i, slot->AddPolygonVertex(offset); poly->SetVertexOffset(i, offset); - if(!flat) { + { /* Shared Vertex! */ SharedVertex shared; shared.m_darray = darray; shared.m_offset = offset; diff --git a/source/gameengine/Rasterizer/RAS_TexVert.cpp b/source/gameengine/Rasterizer/RAS_TexVert.cpp index 60b00be5705..8eee24ac7f0 100644 --- a/source/gameengine/Rasterizer/RAS_TexVert.cpp +++ b/source/gameengine/Rasterizer/RAS_TexVert.cpp @@ -117,7 +117,9 @@ void RAS_TexVert::SetTangent(const MT_Vector3& tangent) // compare two vertices, and return TRUE if both are almost identical (they can be shared) bool RAS_TexVert::closeTo(const RAS_TexVert* other) { - return (m_flag == other->m_flag && + return ( + /* m_flag == other->m_flag && */ + /* at the moment the face only stores the smooth/flat setting so dont bother comparing it */ m_rgba == other->m_rgba && MT_fuzzyEqual(MT_Vector3(m_normal), MT_Vector3(other->m_normal)) && MT_fuzzyEqual(MT_Vector3(m_tangent), MT_Vector3(other->m_tangent)) &&