fixed propagation of normalized sculpt mesh vertex normals

This commit is contained in:
Dahlia Trimble
2009-03-15 09:05:35 +00:00
parent b83d1537ff
commit fa5fef33a9

View File

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