OpenGL2: Remove per fragment tangent space calculation code.
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4faf1008a0
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8749d62bbd
13 changed files with 5 additions and 130 deletions
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@ -1025,9 +1025,7 @@ void RB_IQMSurfaceAnim( surfaceType_t *surface ) {
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vec4_t *outXYZ;
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int16_t *outNormal;
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#ifdef USE_VERT_TANGENT_SPACE
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int16_t *outTangent;
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#endif
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vec2_t (*outTexCoord)[2];
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vec4_t *outColor;
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@ -1043,9 +1041,7 @@ void RB_IQMSurfaceAnim( surfaceType_t *surface ) {
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outXYZ = &tess.xyz[tess.numVertexes];
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outNormal = tess.normal[tess.numVertexes];
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#ifdef USE_VERT_TANGENT_SPACE
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outTangent = tess.tangent[tess.numVertexes];
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#endif
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outTexCoord = &tess.texCoords[tess.numVertexes];
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outColor = &tess.vertexColors[tess.numVertexes];
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@ -1132,7 +1128,6 @@ void RB_IQMSurfaceAnim( surfaceType_t *surface ) {
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R_VaoPackNormal(outNormal, normal);
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#ifdef USE_VERT_TANGENT_SPACE
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tangent[0] = DotProduct(&nrmMat[0], &data->tangents[4*vtx]);
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tangent[1] = DotProduct(&nrmMat[3], &data->tangents[4*vtx]);
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tangent[2] = DotProduct(&nrmMat[6], &data->tangents[4*vtx]);
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@ -1140,7 +1135,6 @@ void RB_IQMSurfaceAnim( surfaceType_t *surface ) {
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R_VaoPackTangent(outTangent, tangent);
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outTangent+=4;
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#endif
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}
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(*outColor)[0] = data->colors[4*vtx+0] / 255.0f;
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