[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [12349] trunk/blender/source/blender/ blenkernel/intern/mesh.c: ConvertToMesh for text ( and possibly curves ) was generating the wrong normals - the fact that the generated model was being set to double sided helped hide this .

Mal Duffin malachyduffin at gmail.com
Tue Oct 23 02:02:29 CEST 2007


Revision: 12349
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=12349
Author:   mal_cando
Date:     2007-10-23 02:02:29 +0200 (Tue, 23 Oct 2007)

Log Message:
-----------
ConvertToMesh for text ( and possibly curves ) was generating the wrong normals - the fact that the generated model was being set to double sided helped hide this.

To test for this in Blender, just add text, TAB out of edit mode, then convert to mesh ( ALT+C ), and press P for the game engine.  Alternatively select Textured Draw Mode.  You'll notice that the text is only visible from the back.  This patch reverses this, to be more correct.

Based on discussions on IRC, I'm now trying to fix another aspect of the extrude code - the fact that the faces at the front and back of the extruded curve face the same way ( ie one of them will be wrong ).  I'll keep working on this, but if someone can help out, feel free!

Modified Paths:
--------------
    trunk/blender/source/blender/blenkernel/intern/mesh.c

Modified: trunk/blender/source/blender/blenkernel/intern/mesh.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/mesh.c	2007-10-22 23:05:09 UTC (rev 12348)
+++ trunk/blender/source/blender/blenkernel/intern/mesh.c	2007-10-23 00:02:29 UTC (rev 12349)
@@ -933,8 +933,8 @@
 			index= dl->index;
 			while(a--) {
 				mface->v1= startvert+index[0];
-				mface->v2= startvert+index[1];
-				mface->v3= startvert+index[2];
+				mface->v2= startvert+index[2];
+				mface->v3= startvert+index[1];
 				mface->v4= 0;
 				test_index_face(mface, NULL, 0, 3);
 				





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