OpenGL2: Reimplement MD3 tangent space calculation.

This commit is contained in:
SmileTheory 2014-05-27 18:20:12 -07:00
parent 347b429fdb
commit 318d45cff5
4 changed files with 56 additions and 70 deletions

View file

@ -1804,7 +1804,6 @@ extern cvar_t *r_baseSpecular;
extern cvar_t *r_baseGloss;
extern cvar_t *r_dlightMode;
extern cvar_t *r_pshadowDist;
extern cvar_t *r_recalcMD3Normals;
extern cvar_t *r_mergeLightmaps;
extern cvar_t *r_imageUpsample;
extern cvar_t *r_imageUpsampleMaxSize;
@ -1865,8 +1864,9 @@ void R_DecomposeSort( unsigned sort, int *entityNum, shader_t **shader,
void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader,
int fogIndex, int dlightMap, int pshadowMap, int cubemap );
void R_CalcTangentSpace(vec3_t tangent, vec3_t bitangent, vec3_t normal,
const vec3_t v0, const vec3_t v1, const vec3_t v2, const vec2_t t0, const vec2_t t1, const vec2_t t2);
void R_CalcTexDirs(vec3_t sdir, vec3_t tdir, const vec3_t v1, const vec3_t v2,
const vec3_t v3, const vec2_t w1, const vec2_t w2, const vec2_t w3);
void R_CalcTbnFromNormalAndTexDirs(vec3_t tangent, vec3_t bitangent, vec3_t normal, vec3_t sdir, vec3_t tdir);
qboolean R_CalcTangentVectors(srfVert_t * dv[3]);
#define CULL_IN 0 // completely unclipped