Normal map tangents are now not always averaged at vertices anymore,
authorBrecht Van Lommel <brechtvanlommel@pandora.be>
Fri, 7 Mar 2008 15:38:56 +0000 (15:38 +0000)
committerBrecht Van Lommel <brechtvanlommel@pandora.be>
Fri, 7 Mar 2008 15:38:56 +0000 (15:38 +0000)
commit5b3dc15880b698a53f4e87c9efe2bb35139aaf25
tree4c26a3468ed2ed7b48c9a940730d485e0d96f10b
parentf13dc2aac1d83a5c6636aa1cacef9d27cdac05d5
Normal map tangents are now not always averaged at vertices anymore,
but only when the UV's are connected. That fixes some artifacts when
baking and using tangent space normal maps. It does mean increased
memory usage because it now stores 4 tangents per face like UV's,
and increased processing time, but there's no simple way around that.
source/blender/blenkernel/BKE_mesh.h
source/blender/blenkernel/intern/subsurf_ccg.c
source/blender/render/extern/include/RE_shader_ext.h
source/blender/render/intern/include/renderdatabase.h
source/blender/render/intern/source/convertblender.c
source/blender/render/intern/source/rendercore.c
source/blender/render/intern/source/renderdatabase.c
source/blender/render/intern/source/shadeinput.c
source/blender/render/intern/source/texture.c