Fix error in normal flipping commit, that showed wrong result especially

with ray transparency + normals pointing away from the camera.
This commit is contained in:
Brecht Van Lommel 2010-09-20 19:57:14 +00:00
parent 67367a22cf
commit aff24bdc07

@ -793,10 +793,26 @@ void shade_input_set_normals(ShadeInput *shi)
float u= shi->u, v= shi->v; float u= shi->u, v= shi->v;
float l= 1.0f+u+v; float l= 1.0f+u+v;
shi->flippednor = 0;
/* test flip normals to viewing direction */
if(!(shi->vlr->flag & R_TANGENT)) {
if(dot_v3v3(shi->facenor, shi->view) < 0.0f) {
negate_v3(shi->facenor);
shi->flippednor= 1;
}
}
/* calculate vertexnormals */ /* calculate vertexnormals */
if(shi->vlr->flag & R_SMOOTH) { if(shi->vlr->flag & R_SMOOTH) {
float *n1= shi->n1, *n2= shi->n2, *n3= shi->n3; float *n1= shi->n1, *n2= shi->n2, *n3= shi->n3;
if(shi->flippednor) {
negate_v3(n1);
negate_v3(n2);
negate_v3(n3);
}
shi->vn[0]= l*n3[0]-u*n1[0]-v*n2[0]; shi->vn[0]= l*n3[0]-u*n1[0]-v*n2[0];
shi->vn[1]= l*n3[1]-u*n1[1]-v*n2[1]; shi->vn[1]= l*n3[1]-u*n1[1]-v*n2[1];
shi->vn[2]= l*n3[2]-u*n1[2]-v*n2[2]; shi->vn[2]= l*n3[2]-u*n1[2]-v*n2[2];