[Bf-committers] Blender tangent space calculation

Eugene Minov minov.eug at gmail.com
Sat Nov 19 18:27:32 CET 2011


>
> >Correct, this is how blender does it everywhere in its code-base.
>

Ok.
I've asked because after weldind I've gotten this problem with some quads.
But today seems that I solve it by swapping the first vertex in the vert
array with
the first finded vertex that is not indexed to any of the 4'th face's index.

On Sat, Nov 19, 2011 at 1:13 AM, Morten Mikkelsen <mikkelsen7 at gmail.com>wrote:

> >
> > I wanted to ask about this line:
> > const int iGetNrVerts= data->mface[face_num].v4!=0 ? 4 : 3;
> >
> > Or there is no way that last index points to zero?
> >
>
> Correct, this is how blender does it everywhere in its code-base.
> Super glad to hear you're getting useful results! Be sure to submit a patch
> for review.
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