forked from bartvdbraak/blender
BGE bug fix for new shape action: mesh with multiple materials did not deform properly
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@ -118,7 +118,9 @@ bool BL_ShapeDeformer::Update(void)
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for (int v =0; v<m_bmesh->totvert; v++)
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for (int v =0; v<m_bmesh->totvert; v++)
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VECCOPY(m_transverts[v], m_bmesh->mvert[v].co);
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VECCOPY(m_transverts[v], m_bmesh->mvert[v].co);
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#ifdef __NLA_DEFNORMALS
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RecalcNormals();
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RecalcNormals();
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#endif
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bSkinUpdate = true;
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bSkinUpdate = true;
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}
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}
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return bSkinUpdate;
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return bSkinUpdate;
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@ -108,9 +108,7 @@ bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
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MT_Point3 pt;
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MT_Point3 pt;
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// float co[3];
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// float co[3];
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if (!Update())
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Update();
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// no need to update the cache
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return false;
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array = m_pMeshObject->GetVertexCache(mat);
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array = m_pMeshObject->GetVertexCache(mat);
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mvarray = m_pMeshObject->GetMVertCache(mat);
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mvarray = m_pMeshObject->GetMVertCache(mat);
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