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fixed propagation of normalized sculpt mesh vertex normals
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@@ -369,9 +369,9 @@ namespace PrimMesher
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this.normals[face.v3] += surfaceNormal;
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}
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int numCoords = this.coords.Count;
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for (int i = 0; i < numCoords; i++)
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this.coords[i].Normalize();
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int numNormals = this.normals.Count;
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for (int i = 0; i < numNormals; i++)
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this.normals[i] = this.normals[i].Normalize();
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if (sculptType != SculptType.plane)
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{ // blend the vertex normals at the cylinder seam
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