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37552ac167fabb9c8dcc6d5dfd9ae8c61cd17bd3
test/source/blender/render/intern
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Daniel Genrich 9a8f98ddd8 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.
2012-05-15 13:39:44 +00:00
..
include
code cleanup: missed some min/max use of float[3], also found case of DO_MIN/MAX re-reading same value from array 4 times when it can do once (use minf rather then MIN2, same for maxf)
2012-05-12 22:34:20 +00:00
raytrace
code cleanup: missed some min/max use of float[3], also found case of DO_MIN/MAX re-reading same value from array 4 times when it can do once (use minf rather then MIN2, same for maxf)
2012-05-12 22:34:20 +00:00
source
Blender Internal Render: Split quads to predictable (vertices 0,1,3) triangles for animated meshes.
2012-05-15 13:39:44 +00:00
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