Fix normals computation at the 'seam' of smoothed sphere and cylinder shapes
(cherry picked from commit 509e03c821
)
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@ -973,6 +973,10 @@ CSGBrush *CSGSphere::_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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@ -1328,6 +1332,9 @@ CSGBrush *CSGCylinder::_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_PI * 2.0;
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float ang = inc * Math_PI * 2.0;
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float ang_n = inc_n * Math_PI * 2.0;
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float ang_n = inc_n * Math_PI * 2.0;
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