f5dd7d5e6cc53ffbb5d9feba9d7e9de3de2358a7
Workbench normals where inverted resulting to drawing artifacts like: - Black pixels during matcaps (normals contained NAN values) - Studio light inverted The root cause for this was that Vulkan default to determine if a primitive is facing the camera should be switched. The default was still incorrect. Although this fixes it, a better solution is to determine the front facing based on if the viewport should be switched. As all rendering occurs when the viewport is inverted it doesn't matter at this moment. Pull Request: https://projects.blender.org/blender/blender/pulls/108797
…
Blender
Blender is the free and open source 3D creation suite. It supports the entirety of the 3D pipeline-modeling, rigging, animation, simulation, rendering, compositing, motion tracking and video editing.
Project Pages
Development
License
Blender as a whole is licensed under the GNU General Public License, Version 3. Individual files may have a different, but compatible license.
See blender.org/about/license for details.
Description
Languages
C++
78%
Python
14.9%
C
2.9%
GLSL
1.9%
CMake
1.2%
Other
0.9%
