Compute first partials before taking cross product to calculate normal.

Fixes diego santa cruz' nurbs lighting bug.
This commit is contained in:
Keith Whitwell 2001-08-14 00:50:44 +00:00
parent 9a90775010
commit 3d1df5554e

View file

@ -1,4 +1,4 @@
/* $Id: t_imm_eval.c,v 1.14 2001/08/01 05:10:42 keithw Exp $ */
/* $Id: t_imm_eval.c,v 1.15 2001/08/14 00:50:44 keithw Exp $ */
/*
* Mesa 3-D graphics library
@ -206,6 +206,14 @@ static void eval2_obj_norm( GLvector4f *obj_ptr,
_math_de_casteljau_surf(map->Points, obj[i], du, dv, u, v, dimension,
map->Uorder, map->Vorder);
du[0] = du[0]*obj[i][3] - du[3]*obj[i][0];
du[1] = du[1]*obj[i][3] - du[3]*obj[i][1];
du[2] = du[2]*obj[i][3] - du[3]*obj[i][2];
dv[0] = dv[0]*obj[i][3] - dv[3]*obj[i][0];
dv[1] = dv[1]*obj[i][3] - dv[3]*obj[i][1];
dv[2] = dv[2]*obj[i][3] - dv[3]*obj[i][2];
CROSS3(normal[i], du, dv);
NORMALIZE_3FV(normal[i]);
}