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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-03-07 18:38:56 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-03-07 18:38:56 +0300
commit5b3dc15880b698a53f4e87c9efe2bb35139aaf25 (patch)
tree4c26a3468ed2ed7b48c9a940730d485e0d96f10b /source/blender/render/extern
parentf13dc2aac1d83a5c6636aa1cacef9d27cdac05d5 (diff)
Normal map tangents are now not always averaged at vertices anymore,
but only when the UV's are connected. That fixes some artifacts when baking and using tangent space normal maps. It does mean increased memory usage because it now stores 4 tangents per face like UV's, and increased processing time, but there's no simple way around that.
Diffstat (limited to 'source/blender/render/extern')
-rw-r--r--source/blender/render/extern/include/RE_shader_ext.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/render/extern/include/RE_shader_ext.h b/source/blender/render/extern/include/RE_shader_ext.h
index 8e3d60d4d80..e8403053e0b 100644
--- a/source/blender/render/extern/include/RE_shader_ext.h
+++ b/source/blender/render/extern/include/RE_shader_ext.h
@@ -134,7 +134,7 @@ typedef struct ShadeInput
/* texture coordinates */
float lo[3], gl[3], ref[3], orn[3], winco[3], sticky[3], vcol[4], rad[3];
float refcol[4], displace[3];
- float strandco, tang[3], stress, winspeed[4];
+ float strandco, tang[3], nmaptang[3], stress, winspeed[4];
float duplilo[3], dupliuv[3];
ShadeInputUV uv[8]; /* 8 = MAX_MTFACE */