OpenGL2: Reimplement MD3 tangent space calculation.
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318d45cff5
4 changed files with 56 additions and 70 deletions
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@ -1804,7 +1804,6 @@ extern cvar_t *r_baseSpecular;
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extern cvar_t *r_baseGloss;
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extern cvar_t *r_dlightMode;
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extern cvar_t *r_pshadowDist;
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extern cvar_t *r_recalcMD3Normals;
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extern cvar_t *r_mergeLightmaps;
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extern cvar_t *r_imageUpsample;
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extern cvar_t *r_imageUpsampleMaxSize;
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@ -1865,8 +1864,9 @@ void R_DecomposeSort( unsigned sort, int *entityNum, shader_t **shader,
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void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader,
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int fogIndex, int dlightMap, int pshadowMap, int cubemap );
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void R_CalcTangentSpace(vec3_t tangent, vec3_t bitangent, vec3_t normal,
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const vec3_t v0, const vec3_t v1, const vec3_t v2, const vec2_t t0, const vec2_t t1, const vec2_t t2);
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void R_CalcTexDirs(vec3_t sdir, vec3_t tdir, const vec3_t v1, const vec3_t v2,
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const vec3_t v3, const vec2_t w1, const vec2_t w2, const vec2_t w3);
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void R_CalcTbnFromNormalAndTexDirs(vec3_t tangent, vec3_t bitangent, vec3_t normal, vec3_t sdir, vec3_t tdir);
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qboolean R_CalcTangentVectors(srfVert_t * dv[3]);
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#define CULL_IN 0 // completely unclipped
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