The work i did end of may on render normals (displacemap especially)
caused refraction code to work wrong... took a while to find out, but
just removed a couple of lines too much.
Added clear comment there what it is, and what danger of removing is!
This commit is contained in:
Ton Roosendaal 2004-06-21 17:58:53 +00:00
parent e26c5a7676
commit 59433aa42e

@ -269,6 +269,10 @@ void set_normalflags(void)
if((a1 & 255)==0) vlr= R.blovl[a1>>8]; if((a1 & 255)==0) vlr= R.blovl[a1>>8];
else vlr++; else vlr++;
/* abuse of this flag... this is code that just sets face normal in direction of camera */
/* that convention we should get rid of */
if((vlr->flag & R_NOPUNOFLIP)==0) {
vec[0]= vlr->v1->co[0]; vec[0]= vlr->v1->co[0];
vec[1]= vlr->v1->co[1]; vec[1]= vlr->v1->co[1];
vec[2]= vlr->v1->co[2]; vec[2]= vlr->v1->co[2];
@ -279,6 +283,7 @@ void set_normalflags(void)
vlr->n[1]= -vlr->n[1]; vlr->n[1]= -vlr->n[1];
vlr->n[2]= -vlr->n[2]; vlr->n[2]= -vlr->n[2];
} }
}
/* recalculate puno. Displace & flipped matrices can screw up */ /* recalculate puno. Displace & flipped matrices can screw up */
vlr->puno= 0; vlr->puno= 0;