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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@ -1947,7 +1947,7 @@ static void ComputeVertexAttribs(void)
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#ifdef USE_VERT_TANGENT_SPACE
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if ((pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK) && !(r_normalMapping->integer == 0 && r_specularMapping->integer == 0))
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{
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shader.vertexAttribs |= ATTR_BITANGENT | ATTR_TANGENT;
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shader.vertexAttribs |= ATTR_TANGENT;
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}
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#endif
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