[Bf-blender-cvs] [63e0d3a] blender-v2.77-release: Fix T47705: Freestyle line glitch.
Tamito Kajiyama
noreply at git.blender.org
Tue Apr 5 11:34:25 CEST 2016
Commit: 63e0d3a47fdae8a42cd584f13d0530ea57ca0e6f
Author: Tamito Kajiyama
Date: Tue Apr 5 16:08:45 2016 +0900
Branches: blender-v2.77-release
https://developer.blender.org/rB63e0d3a47fdae8a42cd584f13d0530ea57ca0e6f
Fix T47705: Freestyle line glitch.
The addressed issue is a regression from Blender 2.75, after the internal
switch from double to single precision floating-point numbers in the
Freestyle code base. Face normal calculations require the higher
precision during the computations, even though the results can be stored
as single precision numbers.
===================================================================
M source/blender/freestyle/intern/winged_edge/WEdge.cpp
===================================================================
diff --git a/source/blender/freestyle/intern/winged_edge/WEdge.cpp b/source/blender/freestyle/intern/winged_edge/WEdge.cpp
index 87ca3a4..99aa2d2 100644
--- a/source/blender/freestyle/intern/winged_edge/WEdge.cpp
+++ b/source/blender/freestyle/intern/winged_edge/WEdge.cpp
@@ -640,18 +640,19 @@ WFace *WShape::MakeFace(vector<WVertex *>& iVertexList, vector<bool>& iFaceEdgeM
vector<WVertex *>::iterator it;
// compute the face normal (v1v2 ^ v1v3)
- WVertex *v1, *v2, *v3;
+ // Double precision numbers are used here to avoid truncation errors [T47705]
+ Vec3r v1, v2, v3;
it = iVertexList.begin();
- v1 = *it;
+ v1 = (*it)->GetVertex();
it++;
- v2 = *it;
+ v2 = (*it)->GetVertex();
it++;
- v3 = *it;
+ v3 = (*it)->GetVertex();
- Vec3f vector1(v2->GetVertex() - v1->GetVertex());
- Vec3f vector2(v3->GetVertex() - v1->GetVertex());
+ Vec3r vector1(v2 - v1);
+ Vec3r vector2(v3 - v1);
- Vec3f normal(vector1 ^ vector2);
+ Vec3r normal(vector1 ^ vector2);
normal.normalize();
face->setNormal(normal);
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