Blender Internal Render: Split quads to predictable (vertices 0,1,3) triangles for...
authorDaniel Genrich <daniel.genrich@gmx.net>
Tue, 15 May 2012 13:39:44 +0000 (13:39 +0000)
committerDaniel Genrich <daniel.genrich@gmx.net>
Tue, 15 May 2012 13:39:44 +0000 (13:39 +0000)
commit9a8f98ddd8bb2c0aeba952807fd753d7f4668a2e
treec16b97d5bd0c214850f4deb1af3dec9fd7481704
parent715d870beaa7b84556696f9611ee77087959f48e
Blender Internal Render: Split quads to predictable (vertices 0,1,3) triangles for animated meshes.

This solves problems with collisions beeing rendered different than in viewport.
source/blender/blenkernel/BKE_object.h
source/blender/blenkernel/intern/object.c
source/blender/render/intern/source/convertblender.c