Bugfix: new bump mapping with UV coordinates wasn't working

correct, my mistake in merging the patch.
This commit is contained in:
Brecht Van Lommel 2009-10-14 11:17:59 +00:00
parent 0b19577930
commit 3d57e84088

@ -1736,6 +1736,16 @@ void do_material_tex(ShadeInput *shi)
vlr_set_uv_indices(shi->vlr, &j1, &j2, &j3);
// compute ortho basis around normal
if(!nunvdone) {
// render normal is negated
nn[0] = -shi->vn[0];
nn[1] = -shi->vn[1];
nn[2] = -shi->vn[2];
VecOrthoBasisf(nn, nu, nv);
nunvdone= 1;
}
if (tf) {
float *uv1 = tf->uv[j1], *uv2 = tf->uv[j2], *uv3 = tf->uv[j3];
const float an[3] = {fabsf(nn[0]), fabsf(nn[1]), fabsf(nn[2])};