[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [55000] trunk/blender/source/blender/ collada/GeometryExporter.cpp: Collada: Fix export of Normals where shading is set to smooth
Gaia Clary
gaia.clary at machinimatrix.org
Mon Mar 4 01:17:21 CET 2013
Revision: 55000
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=55000
Author: gaiaclary
Date: 2013-03-04 00:17:20 +0000 (Mon, 04 Mar 2013)
Log Message:
-----------
Collada: Fix export of Normals where shading is set to smooth
Modified Paths:
--------------
trunk/blender/source/blender/collada/GeometryExporter.cpp
Modified: trunk/blender/source/blender/collada/GeometryExporter.cpp
===================================================================
--- trunk/blender/source/blender/collada/GeometryExporter.cpp 2013-03-03 22:27:20 UTC (rev 54999)
+++ trunk/blender/source/blender/collada/GeometryExporter.cpp 2013-03-04 00:17:20 UTC (rev 55000)
@@ -563,19 +563,19 @@
void GeometryExporter::create_normals(std::vector<Normal> &normals, std::vector<BCPolygonNormalsIndices> &polygons_normals, Mesh *me)
{
- MVert *vert = me->mvert;
std::map<unsigned int, unsigned int> shared_normal_indices;
+ int last_normal_index = -1;
+ MVert *verts = me->mvert;
+ MLoop *mloops = me->mloop;
for (int poly_index = 0; poly_index < me->totpoly; poly_index++) {
MPoly *mpoly = &me->mpoly[poly_index];
- MLoop *mloops = me->mloop;
- unsigned int last_normal_index = -1;
if (!(mpoly->flag & ME_SMOOTH)) {
- // For flat faces calculate use face normal as vertex normal:
+ // For flat faces use face normal as vertex normal:
float vector[3];
- BKE_mesh_calc_poly_normal(mpoly, mloops, vert, vector);
+ BKE_mesh_calc_poly_normal(mpoly, mloops, verts, vector);
Normal n = { vector[0], vector[1], vector[2] };
normals.push_back(n);
@@ -593,8 +593,7 @@
else {
float vector[3];
- normal_short_to_float_v3(vector, vert[vertex_index].no);
- normalize_v3(vector);
+ normal_short_to_float_v3(vector, verts[vertex_index].no);
Normal n = { vector[0], vector[1], vector[2] };
normals.push_back(n);
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