Files
test2/source/blender
Hans Goudey f557222a7b Fix: Mesh face normal calculation can give zero vectors
Triangles and quads don't check for degenerate faces (where the normal
might be zero), while ngons already set the Z component to 1 for that,
which is also what we do for vertex normals.

Also reorder the face size checks to put quads and triangles before
N-gons, since they are typically more common on high-poly meshes.
And change the check for 2 sided faces into an assert.
2023-07-26 22:53:25 -04:00
..
2023-07-27 12:21:06 +10:00
2023-07-07 16:00:50 +10:00
2023-07-27 12:21:06 +10:00
2023-07-25 15:23:56 -04:00