Fix normals computation at the 'seam' of smoothed sphere and cylinder shapes
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1 changed files with 7 additions and 0 deletions
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@ -955,6 +955,10 @@ CSGBrush *CSGSphere3D::_build_brush() {
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double u0 = double(j) / radial_segments;
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double u0 = double(j) / radial_segments;
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double longitude1 = longitude_step * (j + 1);
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double longitude1 = longitude_step * (j + 1);
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if (j == radial_segments - 1) {
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longitude1 = 0;
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}
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double x1 = Math::sin(longitude1);
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double x1 = Math::sin(longitude1);
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double z1 = Math::cos(longitude1);
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double z1 = Math::cos(longitude1);
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double u1 = double(j + 1) / radial_segments;
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double u1 = double(j + 1) / radial_segments;
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@ -1271,6 +1275,9 @@ CSGBrush *CSGCylinder3D::_build_brush() {
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for (int i = 0; i < sides; i++) {
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for (int i = 0; i < sides; i++) {
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float inc = float(i) / sides;
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float inc = float(i) / sides;
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float inc_n = float((i + 1)) / sides;
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float inc_n = float((i + 1)) / sides;
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if (i == sides - 1) {
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inc_n = 0;
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}
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float ang = inc * Math_TAU;
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float ang = inc * Math_TAU;
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float ang_n = inc_n * Math_TAU;
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float ang_n = inc_n * Math_TAU;
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