OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays.
This commit is contained in:
parent
a53e7c3074
commit
6e5f8cc918
15 changed files with 268 additions and 271 deletions
|
@ -152,9 +152,9 @@ void RB_SurfaceAnim( md4Surface_t *surface ) {
|
|||
tess.xyz[baseVertex + j][1] = tempVert[1];
|
||||
tess.xyz[baseVertex + j][2] = tempVert[2];
|
||||
|
||||
tess.normal[baseVertex + j][0] = tempNormal[0];
|
||||
tess.normal[baseVertex + j][1] = tempNormal[1];
|
||||
tess.normal[baseVertex + j][2] = tempNormal[2];
|
||||
tess.normal[baseVertex + j][0] = (uint8_t)(tempNormal[0] * 127.5f + 128.0f);
|
||||
tess.normal[baseVertex + j][1] = (uint8_t)(tempNormal[1] * 127.5f + 128.0f);
|
||||
tess.normal[baseVertex + j][2] = (uint8_t)(tempNormal[2] * 127.5f + 128.0f);
|
||||
|
||||
tess.texCoords[baseVertex + j][0][0] = v->texCoords[0];
|
||||
tess.texCoords[baseVertex + j][0][1] = v->texCoords[1];
|
||||
|
@ -548,9 +548,9 @@ void RB_MDRSurfaceAnim( md4Surface_t *surface )
|
|||
tess.xyz[baseVertex + j][1] = tempVert[1];
|
||||
tess.xyz[baseVertex + j][2] = tempVert[2];
|
||||
|
||||
tess.normal[baseVertex + j][0] = tempNormal[0];
|
||||
tess.normal[baseVertex + j][1] = tempNormal[1];
|
||||
tess.normal[baseVertex + j][2] = tempNormal[2];
|
||||
tess.normal[baseVertex + j][0] = (uint8_t)(tempNormal[0] * 127.5f + 128.0f);
|
||||
tess.normal[baseVertex + j][1] = (uint8_t)(tempNormal[1] * 127.5f + 128.0f);
|
||||
tess.normal[baseVertex + j][2] = (uint8_t)(tempNormal[2] * 127.5f + 128.0f);
|
||||
|
||||
tess.texCoords[baseVertex + j][0][0] = v->texCoords[0];
|
||||
tess.texCoords[baseVertex + j][0][1] = v->texCoords[1];
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue