forked from bartvdbraak/blender
Bugfix #3862
Wire render normals were exactly opposite to the normals for solid faces. This caused displacement to work inverse too. Flipped them. (Note; for shading normals are corrected to point towards viewer)
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@ -1843,9 +1843,9 @@ static void init_render_mesh(Render *re, Object *ob, int only_verts)
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use_mesh_edge_lookup(re, me, dlm, medge, vlr, edgetable, totedge);
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use_mesh_edge_lookup(re, me, dlm, medge, vlr, edgetable, totedge);
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}
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}
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xn= (v0->no[0]+v1->no[0]);
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xn= -(v0->no[0]+v1->no[0]);
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yn= (v0->no[1]+v1->no[1]);
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yn= -(v0->no[1]+v1->no[1]);
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zn= (v0->no[2]+v1->no[2]);
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zn= -(v0->no[2]+v1->no[2]);
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/* transpose ! */
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/* transpose ! */
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vlr->n[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn;
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vlr->n[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn;
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vlr->n[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn;
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vlr->n[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn;
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