Fixed bug with normals

This commit is contained in:
rdb 2008-09-04 14:22:15 +00:00
parent f508157c52
commit b41cebe1b5

View File

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