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Reset mesh animation state before recalculating normals (#90)
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@ -147,6 +147,12 @@ void CMeshManipulator::recalculateNormals(scene::IMesh* mesh, bool smooth, bool
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if (!mesh)
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return;
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if (mesh->getMeshType() == EAMT_SKINNED)
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{
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ISkinnedMesh *smesh = (ISkinnedMesh *) mesh;
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smesh->resetAnimation();
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}
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const u32 bcount = mesh->getMeshBufferCount();
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for ( u32 b=0; b<bcount; ++b)
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recalculateNormals(mesh->getMeshBuffer(b), smooth, angleWeighted);
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