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Fixed bug with normals
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f508157c52
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b41cebe1b5
@ -99,11 +99,6 @@ generate_block(unsigned short mx,
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for (int x = 0; x <= _block_size; x++) {
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for (int y = 0; y <= _block_size; y++) {
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if ((x % level) == 0 && (y % level) == 0) {
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LVector3f normal (get_normal(mx, my, x, y));
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normal.set(normal.get_x() / _root.get_sx(),
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normal.get_y() / _root.get_sy(),
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normal.get_z() / _root.get_sz());
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normal.normalize();
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if (_has_color_map) {
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LVecBase4d color = _color_map.get_xel_a(int((mx * _block_size + x)
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/ double(_xsize) * _color_map.get_x_size()),
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@ -116,7 +111,7 @@ generate_block(unsigned short mx,
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get_pixel_value(mx, my, x, y));
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twriter.add_data2f((mx * _block_size + x) / double(_xsize - 1),
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(my * _block_size + y) / double(_ysize - 1));
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nwriter.add_data3f(normal);
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nwriter.add_data3f(get_normal(mx, my, x, y));
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if (x > 0 && y > 0) {
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//left border
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if (!_bruteforce && x == level && mx > 0 && _levels[mx - 1][my] > reallevel) {
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