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Rotate meshnode normals correctly instead of recalculating
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parent
21437090b8
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2 changed files with 8 additions and 6 deletions
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@ -1673,8 +1673,6 @@ void MapblockMeshGenerator::drawMeshNode()
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modified = false;
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if (modified) {
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recalculateBoundingBox(mesh);
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// FIXME: we should rotate the normals too, instead of recalculating
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meshmanip->recalculateNormals(mesh, true, false);
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}
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} else {
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warningstream << "drawMeshNode(): missing mesh" << std::endl;
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