forked from bartvdbraak/blender
Fix for bug #8747: normal map tangents didn't work correct with
splitting of non-flat quads.
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5fa576a89f
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@ -856,9 +856,13 @@ void shade_input_set_shade_texco(ShadeInput *shi)
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tangent= RE_vlakren_get_nmap_tangent(obr, shi->vlr, 0);
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if(tangent) {
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s1= &tangent[shi->i1*3];
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s2= &tangent[shi->i2*3];
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s3= &tangent[shi->i3*3];
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int j1= shi->i1, j2= shi->i2, j3= shi->i3;
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vlr_set_uv_indices(shi->vlr, &j1, &j2, &j3);
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s1= &tangent[j1*3];
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s2= &tangent[j2*3];
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s3= &tangent[j3*3];
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shi->nmaptang[0]= (tl*s3[0] - tu*s1[0] - tv*s2[0]);
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shi->nmaptang[1]= (tl*s3[1] - tu*s1[1] - tv*s2[1]);
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