Changeset 454 for trunk/src/gfx
- Timestamp:
- 07/31/15 20:25:22 (10 years ago)
- Location:
- trunk/src/gfx
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/src/gfx/keyframed_mesh.cc
r451 r454 217 217 for ( size_t i = 0; i < m_vertex_count; ++i ) 218 218 { 219 vtx[i].position = glm::mix( prev[i].position, next[i].position, m_interpolation );220 vtx[i].normal = glm::mix( prev[i].normal, next[i].normal, m_interpolation );221 vtx[i].tangent = glm::mix( prev[i].tangent, next[i].tangent, m_interpolation );219 vtx[i].position = math::mix( prev[i].position, next[i].position, m_interpolation ); 220 vtx[i].normal = math::mix( prev[i].normal, next[i].normal, m_interpolation ); 221 vtx[i].tangent = math::mix( prev[i].tangent, next[i].tangent, m_interpolation ); 222 222 } 223 223 } … … 231 231 for ( size_t i = 0; i < m_vertex_count; ++i ) 232 232 { 233 vtx[i].position = glm::mix( prev[i].position, next[i].position, m_interpolation );234 vtx[i].normal = glm::mix( prev[i].normal, next[i].normal, m_interpolation );233 vtx[i].position = math::mix( prev[i].position, next[i].position, m_interpolation ); 234 vtx[i].normal = math::mix( prev[i].normal, next[i].normal, m_interpolation ); 235 235 } 236 236 } -
trunk/src/gfx/mesh_creator.cc
r430 r454 95 95 void nv::mesh_nodes_creator::transform( float scale, const mat3& r33 ) 96 96 { 97 mat3 ri33 = glm::inverse( r33 );97 mat3 ri33 = math::inverse( r33 ); 98 98 mat4 pre_transform ( scale * r33 ); 99 99 mat4 post_transform( 1.f/scale * ri33 ); … … 150 150 { 151 151 vec3& n = *reinterpret_cast<vec3*>( raw_data + vtx_size*i + n_offset ); 152 n = glm::normalize( normal_transform * n );152 n = math::normalize( normal_transform * n ); 153 153 } 154 154 if ( t_offset != -1 ) … … 156 156 { 157 157 vec4& t = *reinterpret_cast<vec4*>(raw_data + vtx_size*i + t_offset ); 158 t = vec4( glm::normalize( normal_transform * vec3(t) ), t[3] );158 t = vec4( math::normalize( normal_transform * vec3(t) ), t[3] ); 159 159 } 160 160 } … … 299 299 vec3 xyz2 = v2 - v1; 300 300 301 //vec3 normal = glm::cross( xyz1, xyz2 );301 //vec3 normal = math::cross( xyz1, xyz2 ); 302 302 // 303 303 //vtcs[ ti0 ].normal += normal; … … 323 323 if ( ! ( t.x == 0.0f && t.y == 0.0f && t.z == 0.0f ) ) 324 324 { 325 tangents[i] = vec4( glm::normalize(t - n * glm::dot( n, t )), 0.0f );326 tangents[i][3] = ( glm::dot(glm::cross(n, t), tangents2[i]) < 0.0f) ? -1.0f : 1.0f;325 tangents[i] = vec4( math::normalize(t - n * math::dot( n, t )), 0.0f ); 326 tangents[i][3] = ( math::dot( math::cross(n, t), tangents2[i]) < 0.0f) ? -1.0f : 1.0f; 327 327 } 328 328 }
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