OpenGL2: Remove per fragment tangent space calculation code.
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4faf1008a0
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13 files changed
+5
-130
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@@ -323,9 +323,7 @@ static void RB_SurfaceVertsAndIndexes( int numVerts, srfVert_t *verts, int numIn
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float *xyz, *texCoords, *lightCoords;
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int16_t *lightdir;
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int16_t *normal;
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#ifdef USE_VERT_TANGENT_SPACE
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int16_t *tangent;
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#endif
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glIndex_t *outIndex;
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float *color;
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@@ -356,7 +354,6 @@ static void RB_SurfaceVertsAndIndexes( int numVerts, srfVert_t *verts, int numIn
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VectorCopy4(dv->normal, normal);
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}
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#ifdef USE_VERT_TANGENT_SPACE
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if ( tess.shader->vertexAttribs & ATTR_TANGENT )
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{
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dv = verts;
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@@ -364,7 +361,6 @@ static void RB_SurfaceVertsAndIndexes( int numVerts, srfVert_t *verts, int numIn
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for ( i = 0 ; i < numVerts ; i++, dv++, tangent+=4 )
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VectorCopy4(dv->tangent, tangent);
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}
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#endif
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if ( tess.shader->vertexAttribs & ATTR_TEXCOORD )
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{
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@@ -1013,9 +1009,7 @@ static void RB_SurfaceGrid( srfBspSurface_t *srf ) {
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float *xyz;
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float *texCoords, *lightCoords;
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int16_t *normal;
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#ifdef USE_VERT_TANGENT_SPACE
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int16_t *tangent;
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#endif
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float *color;
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int16_t *lightdir;
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srfVert_t *dv;
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@@ -1103,9 +1097,7 @@ static void RB_SurfaceGrid( srfBspSurface_t *srf ) {
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xyz = tess.xyz[numVertexes];
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normal = tess.normal[numVertexes];
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#ifdef USE_VERT_TANGENT_SPACE
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tangent = tess.tangent[numVertexes];
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#endif
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texCoords = tess.texCoords[numVertexes][0];
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lightCoords = tess.texCoords[numVertexes][1];
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color = tess.vertexColors[numVertexes];
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@@ -1129,13 +1121,12 @@ static void RB_SurfaceGrid( srfBspSurface_t *srf ) {
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normal += 4;
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}
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#ifdef USE_VERT_TANGENT_SPACE
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if ( tess.shader->vertexAttribs & ATTR_TANGENT )
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{
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VectorCopy4(dv->tangent, tangent);
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tangent += 4;
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}
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#endif
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if ( tess.shader->vertexAttribs & ATTR_TEXCOORD )
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{
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VectorCopy2(dv->st, texCoords);
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