Fix normals computation at the 'seam' of smoothed sphere and cylinder shapes

This commit is contained in:
MythTitans 2022-02-16 22:23:28 +01:00
parent 73ece5ba19
commit 509e03c821
1 changed files with 7 additions and 0 deletions

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@ -955,6 +955,10 @@ CSGBrush *CSGSphere3D::_build_brush() {
double u0 = double(j) / radial_segments;
double longitude1 = longitude_step * (j + 1);
if (j == radial_segments - 1) {
longitude1 = 0;
}
double x1 = Math::sin(longitude1);
double z1 = Math::cos(longitude1);
double u1 = double(j + 1) / radial_segments;
@ -1271,6 +1275,9 @@ CSGBrush *CSGCylinder3D::_build_brush() {
for (int i = 0; i < sides; i++) {
float inc = float(i) / sides;
float inc_n = float((i + 1)) / sides;
if (i == sides - 1) {
inc_n = 0;
}
float ang = inc * Math_TAU;
float ang_n = inc_n * Math_TAU;