Commit: 2e1a479e290aa703b31bbc59439af63299fec82c
Author: Joseph Eagar
Date:   Mon Nov 28 12:35:20 2022 -0800
Branches: blender-v3.4-release
https://developer.blender.org/rB2e1a479e290aa703b31bbc59439af63299fec82c

Sculpt: fix T102664: Broken multires solid shading

Calculate quad normal directly instead of averaging
the vertex normals.

===================================================================

M       source/blender/draw/intern/draw_pbvh.cc

===================================================================

diff --git a/source/blender/draw/intern/draw_pbvh.cc 
b/source/blender/draw/intern/draw_pbvh.cc
index 6c504e63511..2a13072ce83 100644
--- a/source/blender/draw/intern/draw_pbvh.cc
+++ b/source/blender/draw/intern/draw_pbvh.cc
@@ -374,12 +374,13 @@ struct PBVHBatches {
             no = CCG_elem_no(&args->ccg_key, elems[0]);
           }
           else {
-            for (int j = 0; j < 4; j++) {
-              no += CCG_elem_no(&args->ccg_key, elems[j]);
-            }
+            normal_quad_v3(no,
+                           CCG_elem_co(&args->ccg_key, elems[3]),
+                           CCG_elem_co(&args->ccg_key, elems[2]),
+                           CCG_elem_co(&args->ccg_key, elems[1]),
+                           CCG_elem_co(&args->ccg_key, elems[0]));
           }
 
-          normalize_v3(no);
           short sno[3];
 
           normal_float_to_short_v3(sno, no);

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