[Bf-committers] Bump mapping computation issue
Stephane SOPPERA
stephane.soppera at wanadoo.fr
Mon Dec 6 02:04:22 CET 2004
> Commit follows.
Actually the code:
// rotate to global coords
if(mtex->texco==TEXCO_ORCO) {
if(shi->vlr &&
shi->vlr->ob) {
float len=
Normalise(tex->nor);
// can be
optimized... (ton)
Mat4Mul3Vecfl(shi->vlr->ob->obmat, tex->nor);
Mat4Mul3Vecfl(R.viewmat, tex->nor);
Normalise(tex->nor);
VecMulf(tex->nor,
len);
}
}
}
can only work with ORCO mode where texture space is the same as object
space.
I don't think texture space matrix is computed in blender. Am I wrong?
Thanks,
--
Stephane SOPPERA
http://perso.wanadoo.fr/stephane.soppera
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