Hartmut e189934b12 fix(export_gltf): use edit-mode mark_sharp+mark_seam for proper GLB sharp edges
Replace shade_smooth_by_angle with explicit edit-mode operators:
- edges_select_sharp(angle) → mark_sharp() + mark_seam()
- Produces vertex splits at sharp edges (6027 split positions verified)
- Remove OCC custom_normal attribute before processing to prevent
  pre-baked normals overriding Blender's sharp edge processing
- Update comment: calc_normals_split() removed in Blender 5.0

Verified: production GLB has 812 extra vertices vs geometry GLB,
6027 positions with multiple normals = sharp edges correctly encoded.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-11 11:20:54 +01:00
2026-03-05 22:12:38 +01:00
2026-03-05 22:12:38 +01:00
S
Description
HartOMat: CAD import, media, pricing and legacy-compatible node-based render workflow automation platform.
74 MiB
Languages
Python 58%
TypeScript 40.6%
Shell 0.7%
CSS 0.5%