OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays.

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SmileTheory committed 2013-11-12 19:21:51 -08:00
1 parent a53e7c3074
commit 6e5f8cc918
15 files changed
+268 -271

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@@ -1947,7 +1947,7 @@ static void ComputeVertexAttribs(void)
#ifdef USE_VERT_TANGENT_SPACE
if ((pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK) && !(r_normalMapping->integer == 0 && r_specularMapping->integer == 0))
{
shader.vertexAttribs |= ATTR_BITANGENT | ATTR_TANGENT;
shader.vertexAttribs |= ATTR_TANGENT;
}
#endif