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@@ -51,29 +51,30 @@ void Mesh::draw(float uv_scale)
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m_vertex_list.at(triangle.c).y,
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m_vertex_list.at(triangle.c).z);
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- FloatVector3 normal;
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+ FloatVector3 normal_a, normal_b, normal_c;
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if (has_normals()) {
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- const FloatVector3 normal_a(
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+ normal_a = FloatVector3(
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m_normal_list.at(triangle.normal_index0).x,
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m_normal_list.at(triangle.normal_index0).y,
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m_normal_list.at(triangle.normal_index0).z);
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- const FloatVector3 normal_b(
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+ normal_b = FloatVector3(
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m_normal_list.at(triangle.normal_index1).x,
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m_normal_list.at(triangle.normal_index1).y,
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m_normal_list.at(triangle.normal_index1).z);
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- const FloatVector3 normal_c(
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+ normal_c = FloatVector3(
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m_normal_list.at(triangle.normal_index2).x,
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m_normal_list.at(triangle.normal_index2).y,
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m_normal_list.at(triangle.normal_index2).z);
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- normal = (normal_a + normal_b + normal_c).normalized();
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} else {
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// Compute the triangle normal
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const FloatVector3 vec_ab = vertex_b - vertex_a;
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const FloatVector3 vec_ac = vertex_c - vertex_a;
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- normal = vec_ab.cross(vec_ac).normalized();
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+ normal_a = vec_ab.cross(vec_ac).normalized();
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+ normal_b = normal_a;
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+ normal_c = normal_a;
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}
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glBegin(GL_TRIANGLES);
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@@ -81,10 +82,8 @@ void Mesh::draw(float uv_scale)
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if (is_textured())
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glTexCoord2f(m_tex_coords.at(triangle.tex_coord_index0).u * uv_scale, (1.0f - m_tex_coords.at(triangle.tex_coord_index0).v) * uv_scale);
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- // Upload the face normal
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- glNormal3f(normal.x(), normal.y(), normal.z());
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-
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// Vertex 1
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+ glNormal3f(normal_a.x(), normal_a.y(), normal_a.z());
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glVertex3f(
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m_vertex_list.at(triangle.a).x,
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m_vertex_list.at(triangle.a).y,
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@@ -94,6 +93,7 @@ void Mesh::draw(float uv_scale)
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glTexCoord2f(m_tex_coords.at(triangle.tex_coord_index1).u * uv_scale, (1.0f - m_tex_coords.at(triangle.tex_coord_index1).v) * uv_scale);
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// Vertex 2
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+ glNormal3f(normal_b.x(), normal_b.y(), normal_b.z());
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glVertex3f(
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m_vertex_list.at(triangle.b).x,
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m_vertex_list.at(triangle.b).y,
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@@ -103,6 +103,7 @@ void Mesh::draw(float uv_scale)
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glTexCoord2f(m_tex_coords.at(triangle.tex_coord_index2).u * uv_scale, (1.0f - m_tex_coords.at(triangle.tex_coord_index2).v) * uv_scale);
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// Vertex 3
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+ glNormal3f(normal_c.x(), normal_c.y(), normal_c.z());
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glVertex3f(
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m_vertex_list.at(triangle.c).x,
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m_vertex_list.at(triangle.c).y,
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