Loading opengl/libagl/light.cpp +7 −0 Original line number Diff line number Diff line Loading @@ -381,7 +381,14 @@ void lightVertex(ogles_context_t* c, vertex_t* v) // compute vertex-to-light vector if (ggl_unlikely(l.position.w)) { // lightPos/1.0 - vertex/vertex.w == lightPos*vertex.w - vertex #if !OBJECT_SPACE_LIGHTING vec4_t o; const transform_t& mv = c->transforms.modelview.transform; mv.point4(&mv, &o, &v->obj); vss3(d.v, l.objPosition.v, o.w, o.v); #else vss3(d.v, l.objPosition.v, v->obj.w, v->obj.v); #endif sqDist = dot3(d.v, d.v); vscale3(d.v, d.v, gglSqrtRecipx(sqDist)); } else { Loading Loading
opengl/libagl/light.cpp +7 −0 Original line number Diff line number Diff line Loading @@ -381,7 +381,14 @@ void lightVertex(ogles_context_t* c, vertex_t* v) // compute vertex-to-light vector if (ggl_unlikely(l.position.w)) { // lightPos/1.0 - vertex/vertex.w == lightPos*vertex.w - vertex #if !OBJECT_SPACE_LIGHTING vec4_t o; const transform_t& mv = c->transforms.modelview.transform; mv.point4(&mv, &o, &v->obj); vss3(d.v, l.objPosition.v, o.w, o.v); #else vss3(d.v, l.objPosition.v, v->obj.w, v->obj.v); #endif sqDist = dot3(d.v, d.v); vscale3(d.v, d.v, gglSqrtRecipx(sqDist)); } else { Loading