Don't just ignore not having array format normal by generating normals in MeshMerger. This was probably some debug logic that I managed to forget about.

This commit is contained in:
Relintai 2022-02-16 20:03:26 +01:00
parent 902dae2979
commit b52a261c31

View File

@ -161,11 +161,7 @@ Array MeshMerger::build_mesh() {
a[VisualServer::ARRAY_VERTEX] = array;
}
if ((_format & VisualServer::ARRAY_FORMAT_NORMAL) == 0) {
generate_normals();
}
{
if ((_format & VisualServer::ARRAY_FORMAT_NORMAL) != 0) {
PoolVector<Vector3> array;
array.resize(_vertices.size());
#if !GODOT4