BGE bug fix for new shape action: mesh with multiple materials did not deform properly

This commit is contained in:
Benoit Bolsee 2008-06-19 14:40:46 +00:00
parent d6c8d2f701
commit de7619991c
2 changed files with 3 additions and 3 deletions

@ -118,7 +118,9 @@ bool BL_ShapeDeformer::Update(void)
for (int v =0; v<m_bmesh->totvert; v++) for (int v =0; v<m_bmesh->totvert; v++)
VECCOPY(m_transverts[v], m_bmesh->mvert[v].co); VECCOPY(m_transverts[v], m_bmesh->mvert[v].co);
#ifdef __NLA_DEFNORMALS
RecalcNormals(); RecalcNormals();
#endif
bSkinUpdate = true; bSkinUpdate = true;
} }
return bSkinUpdate; return bSkinUpdate;

@ -108,9 +108,7 @@ bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
MT_Point3 pt; MT_Point3 pt;
// float co[3]; // float co[3];
if (!Update()) Update();
// no need to update the cache
return false;
array = m_pMeshObject->GetVertexCache(mat); array = m_pMeshObject->GetVertexCache(mat);
mvarray = m_pMeshObject->GetMVertCache(mat); mvarray = m_pMeshObject->GetMVertCache(mat);