OpenGL2: Remove per fragment tangent space calculation code.

This commit is contained in:
SmileTheory 2016-09-14 03:57:51 -07:00
parent 4faf1008a0
commit 8749d62bbd
13 changed files with 5 additions and 130 deletions

View file

@ -2120,12 +2120,10 @@ static void ComputeVertexAttribs(void)
{
shader.vertexAttribs |= ATTR_NORMAL;
#ifdef USE_VERT_TANGENT_SPACE
if ((pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK) && !(r_normalMapping->integer == 0 && r_specularMapping->integer == 0))
{
shader.vertexAttribs |= ATTR_TANGENT;
}
#endif
switch (pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK)
{