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Fixing tangent and binormal logic

This commit is contained in:
Bastiaan Olij
2018-11-17 12:11:35 +11:00
parent 6ed1be9637
commit bcef4b8dc6
6 changed files with 57 additions and 34 deletions

View File

@@ -201,10 +201,9 @@ void CSGShape::mikktSetTSpaceBasic(const SMikkTSpaceContext *pContext, const flo
int i = (iFace * 3 + iVert) * 4;
// Godot seems to want the tangent flipped because our handedness is reversed..
surface.tansw[i++] = -fvTangent[0];
surface.tansw[i++] = -fvTangent[1];
surface.tansw[i++] = -fvTangent[2];
surface.tansw[i++] = fvTangent[0];
surface.tansw[i++] = fvTangent[1];
surface.tansw[i++] = fvTangent[2];
surface.tansw[i++] = fSign;
}
@@ -219,11 +218,10 @@ void CSGShape::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const f
Vector3 bitangent = Vector3(fvBiTangent[0], fvBiTangent[1], fvBiTangent[2]);
float d = bitangent.dot(normal.cross(tangent));
// Godot seems to want the tangent flipped because our handedness is reversed..
i *= 4;
surface.tansw[i++] = -tangent.x;
surface.tansw[i++] = -tangent.y;
surface.tansw[i++] = -tangent.z;
surface.tansw[i++] = tangent.x;
surface.tansw[i++] = tangent.y;
surface.tansw[i++] = tangent.z;
surface.tansw[i++] = d < 0 ? -1 : 1;
}