should only be applying rotation and scaling when transforming a normal

This commit is contained in:
Gered 2013-07-21 08:49:38 -04:00
parent 36f319a881
commit 70ccaedb0a
2 changed files with 2 additions and 2 deletions

View file

@ -172,7 +172,7 @@ public class ChunkVertexGenerator {
// transform if applicable... (this will probably just be per-tile rotation) // transform if applicable... (this will probably just be per-tile rotation)
if (transform != null) { if (transform != null) {
vertex.position.mul(transform); vertex.position.mul(transform);
vertex.normal.mul(transform); vertex.normal.rot(transform);
} }
// translate vertex into "world/tilemap space" // translate vertex into "world/tilemap space"

View file

@ -145,7 +145,7 @@ public class ModelTileMesh extends TileMesh {
// TODO: better to throw exception (or check beforehand) if this is missing? setting zero's doesn't feel like the best solution // TODO: better to throw exception (or check beforehand) if this is missing? setting zero's doesn't feel like the best solution
if (meshPart.mesh.getVertexAttribute(VertexAttributes.Usage.Normal) != null) { if (meshPart.mesh.getVertexAttribute(VertexAttributes.Usage.Normal) != null) {
tmpNormal.set(vertices.get(offset), vertices.get(offset + 1), vertices.get(offset + 2)) tmpNormal.set(vertices.get(offset), vertices.get(offset + 1), vertices.get(offset + 2))
.mul(transform); .rot(transform);
this.vertices.setNor(tmpNormal); this.vertices.setNor(tmpNormal);
offset += 3; offset += 3;
} else } else