OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays.
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15 changed files with 268 additions and 271 deletions
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@ -1810,12 +1810,14 @@ static void CopyVert(const srfVert_t * in, srfVert_t * out)
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out->xyz[j] = in->xyz[j];
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#ifdef USE_VERT_TANGENT_SPACE
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out->tangent[j] = in->tangent[j];
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out->bitangent[j] = in->bitangent[j];
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//out->bitangent[j] = in->bitangent[j];
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#endif
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out->normal[j] = in->normal[j];
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out->lightdir[j] = in->lightdir[j];
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}
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out->tangent[3] = in->tangent[3];
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for(j = 0; j < 2; j++)
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{
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out->st[j] = in->st[j];
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@ -2000,7 +2002,7 @@ static void R_CreateWorldVBOs(void)
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#ifdef USE_VERT_TANGENT_SPACE
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vbo = R_CreateVBO2(va("staticBspModel0_VBO %i", k), numVerts, verts,
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ATTR_POSITION | ATTR_TEXCOORD | ATTR_LIGHTCOORD | ATTR_TANGENT | ATTR_BITANGENT |
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ATTR_POSITION | ATTR_TEXCOORD | ATTR_LIGHTCOORD | ATTR_TANGENT |
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ATTR_NORMAL | ATTR_COLOR | ATTR_LIGHTDIRECTION, VBO_USAGE_STATIC);
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#else
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vbo = R_CreateVBO2(va("staticBspModel0_VBO %i", k), numVerts, verts,
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