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Normal mapping previously took no account of rotation or flips in any path except the TEXTURE_RECT (uniform draw) method. This passed flips to the shader in uniforms. In order to pass flips and rotations to the shader in batching and nvidia workaround, a per vertex attribute is required rather than a uniform. This introduces LIGHT_ANGLE which encodes both the rotation of a quad (vertex) and the horizontal and vertical flip. In order to optionally store light angles in batching, we switch to using a 'unit' sized array which can be reused for different FVF types, as there is no need for a separate array for each FVF, as it is a waste of memory.
17 KiB
17 KiB