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authorraysan5 <[email protected]>2018-04-30 11:21:44 +0200
committerraysan5 <[email protected]>2018-04-30 11:21:44 +0200
commit400c345f96538299b5c40078c4e4d25a1b958408 (patch)
tree2bb5ebf219f5c51b87a0ce0c7a14995ecf84e64e /src/models.c
parent23e335d93355a948adeb8d10ee6277939aaab43e (diff)
downloadraylib-400c345f96538299b5c40078c4e4d25a1b958408.tar.gz
raylib-400c345f96538299b5c40078c4e4d25a1b958408.zip
Added tangent computation alternative method
As stated in the note, I'm not sure if math is right, just followed a reference implementation...
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c13
1 files changed, 10 insertions, 3 deletions
diff --git a/src/models.c b/src/models.c
index 3ed3678e..38791747 100644
--- a/src/models.c
+++ b/src/models.c
@@ -2175,14 +2175,21 @@ void MeshTangents(Mesh *mesh)
Vector3 normal = { mesh->normals[i*3 + 0], mesh->normals[i*3 + 1], mesh->normals[i*3 + 2] };
Vector3 tangent = tan1[i];
- //Vector3 tmp = (t - n * Vector3.Dot(n, t)).normalized;
- //tangents[i] = (Vector4){ tmp.x, tmp.y, tmp.z };
+ // TODO: Review, not sure if tangent computation is right, just used reference proposed maths...
+ #if defined(COMPUTE_TANGENTS_METHOD_01)
+ Vector3 tmp = Vector3Subtract(tangent, Vector3Multiply(normal, Vector3DotProduct(normal, tangent)));
+ tmp = Vector3Normalize(tmp);
+ mesh->tangents[i*4 + 0] = tmp.x;
+ mesh->tangents[i*4 + 1] = tmp.y;
+ mesh->tangents[i*4 + 2] = tmp.z;
+ mesh->tangents[i*4 + 3] = 1.0f;
+ #else
Vector3OrthoNormalize(&normal, &tangent);
-
mesh->tangents[i*4 + 0] = tangent.x;
mesh->tangents[i*4 + 1] = tangent.y;
mesh->tangents[i*4 + 2] = tangent.z;
mesh->tangents[i*4 + 3] = (Vector3DotProduct(Vector3CrossProduct(normal, tangent), tan2[i]) < 0.0f) ? -1.0f : 1.0f;
+ #endif
}
free(tan1);