diff options
Diffstat (limited to 'linden/indra/newview/llvosky.cpp')
-rw-r--r-- | linden/indra/newview/llvosky.cpp | 80 |
1 files changed, 40 insertions, 40 deletions
diff --git a/linden/indra/newview/llvosky.cpp b/linden/indra/newview/llvosky.cpp index 60f674e..8c3b718 100644 --- a/linden/indra/newview/llvosky.cpp +++ b/linden/indra/newview/llvosky.cpp | |||
@@ -294,7 +294,7 @@ void LLSkyTex::createGLImage(S32 which) | |||
294 | 294 | ||
295 | void LLSkyTex::bindTexture(BOOL curr) | 295 | void LLSkyTex::bindTexture(BOOL curr) |
296 | { | 296 | { |
297 | mImageGL[getWhich(curr)]->bind(); | 297 | gGL.getTexUnit(0)->bind(mImageGL[getWhich(curr)]); |
298 | } | 298 | } |
299 | 299 | ||
300 | /*************************************** | 300 | /*************************************** |
@@ -308,7 +308,7 @@ S32 LLVOSky::sTileResX = sResolution/NUM_TILES_X; | |||
308 | S32 LLVOSky::sTileResY = sResolution/NUM_TILES_Y; | 308 | S32 LLVOSky::sTileResY = sResolution/NUM_TILES_Y; |
309 | 309 | ||
310 | LLVOSky::LLVOSky(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp) | 310 | LLVOSky::LLVOSky(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp) |
311 | : LLStaticViewerObject(id, pcode, regionp), | 311 | : LLStaticViewerObject(id, pcode, regionp, TRUE), |
312 | mSun(SUN_DISK_RADIUS), mMoon(MOON_DISK_RADIUS), | 312 | mSun(SUN_DISK_RADIUS), mMoon(MOON_DISK_RADIUS), |
313 | mBrightnessScale(1.f), | 313 | mBrightnessScale(1.f), |
314 | mBrightnessScaleNew(0.f), | 314 | mBrightnessScaleNew(0.f), |
@@ -528,7 +528,7 @@ void LLVOSky::initSkyTextureDirs(const S32 side, const S32 tile) | |||
528 | coeff[x_coef] = F32((x<<1) + 1) * inv_res - 1.f; | 528 | coeff[x_coef] = F32((x<<1) + 1) * inv_res - 1.f; |
529 | coeff[y_coef] = F32((y<<1) + 1) * inv_res - 1.f; | 529 | coeff[y_coef] = F32((y<<1) + 1) * inv_res - 1.f; |
530 | LLVector3 dir(coeff[0], coeff[1], coeff[2]); | 530 | LLVector3 dir(coeff[0], coeff[1], coeff[2]); |
531 | dir.normVec(); | 531 | dir.normalize(); |
532 | mSkyTex[side].setDir(dir, x, y); | 532 | mSkyTex[side].setDir(dir, x, y); |
533 | mShinyTex[side].setDir(dir, x, y); | 533 | mShinyTex[side].setDir(dir, x, y); |
534 | } | 534 | } |
@@ -762,7 +762,7 @@ void LLVOSky::calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLCo | |||
762 | Pn *= (-32000.f / Pn[1]); | 762 | Pn *= (-32000.f / Pn[1]); |
763 | } | 763 | } |
764 | 764 | ||
765 | Plen = Pn.magVec(); | 765 | Plen = Pn.length(); |
766 | Pn /= Plen; | 766 | Pn /= Plen; |
767 | 767 | ||
768 | // Initialize temp variables | 768 | // Initialize temp variables |
@@ -1082,7 +1082,7 @@ BOOL LLVOSky::updateSky() | |||
1082 | const static F32 COLOR_CHANGE_THRESHOLD = 0.01f; | 1082 | const static F32 COLOR_CHANGE_THRESHOLD = 0.01f; |
1083 | 1083 | ||
1084 | LLVector3 direction = mSun.getDirection(); | 1084 | LLVector3 direction = mSun.getDirection(); |
1085 | direction.normVec(); | 1085 | direction.normalize(); |
1086 | const F32 dot_lighting = direction * mLastLightingDirection; | 1086 | const F32 dot_lighting = direction * mLastLightingDirection; |
1087 | 1087 | ||
1088 | LLColor3 delta_color; | 1088 | LLColor3 delta_color; |
@@ -1092,7 +1092,7 @@ BOOL LLVOSky::updateSky() | |||
1092 | 1092 | ||
1093 | if ( mForceUpdate | 1093 | if ( mForceUpdate |
1094 | || ((dot_lighting < LIGHT_DIRECTION_THRESHOLD) | 1094 | || ((dot_lighting < LIGHT_DIRECTION_THRESHOLD) |
1095 | || (delta_color.magVec() > COLOR_CHANGE_THRESHOLD) | 1095 | || (delta_color.length() > COLOR_CHANGE_THRESHOLD) |
1096 | || !mInitialized) | 1096 | || !mInitialized) |
1097 | && !direction.isExactlyZero()) | 1097 | && !direction.isExactlyZero()) |
1098 | { | 1098 | { |
@@ -1336,8 +1336,8 @@ BOOL LLVOSky::updateGeometry(LLDrawable *drawable) | |||
1336 | const LLVector3 &look_at = LLViewerCamera::getInstance()->getAtAxis(); | 1336 | const LLVector3 &look_at = LLViewerCamera::getInstance()->getAtAxis(); |
1337 | LLVector3 right = look_at % LLVector3::z_axis; | 1337 | LLVector3 right = look_at % LLVector3::z_axis; |
1338 | LLVector3 up = right % look_at; | 1338 | LLVector3 up = right % look_at; |
1339 | right.normVec(); | 1339 | right.normalize(); |
1340 | up.normVec(); | 1340 | up.normalize(); |
1341 | 1341 | ||
1342 | const static F32 elevation_factor = 0.0f/sResolution; | 1342 | const static F32 elevation_factor = 0.0f/sResolution; |
1343 | const F32 cos_max_angle = cosHorizon(elevation_factor); | 1343 | const F32 cos_max_angle = cosHorizon(elevation_factor); |
@@ -1417,8 +1417,8 @@ BOOL LLVOSky::updateHeavenlyBodyGeometry(LLDrawable *drawable, const S32 f, cons | |||
1417 | 1417 | ||
1418 | LLVector3 hb_right = to_dir % LLVector3::z_axis; | 1418 | LLVector3 hb_right = to_dir % LLVector3::z_axis; |
1419 | LLVector3 hb_up = hb_right % to_dir; | 1419 | LLVector3 hb_up = hb_right % to_dir; |
1420 | hb_right.normVec(); | 1420 | hb_right.normalize(); |
1421 | hb_up.normVec(); | 1421 | hb_up.normalize(); |
1422 | 1422 | ||
1423 | //const static F32 cos_max_turn = sqrt(3.f) / 2; // 30 degrees | 1423 | //const static F32 cos_max_turn = sqrt(3.f) / 2; // 30 degrees |
1424 | //const F32 cos_turn_right = 1. / (llmax(cos_max_turn, hb_right * right)); | 1424 | //const F32 cos_turn_right = 1. / (llmax(cos_max_turn, hb_right * right)); |
@@ -1601,8 +1601,8 @@ void LLVOSky::updateSunHaloGeometry(LLDrawable *drawable ) | |||
1601 | 1601 | ||
1602 | const LLVector3 right = 2 * (v_corner[2] - v_corner[0]); | 1602 | const LLVector3 right = 2 * (v_corner[2] - v_corner[0]); |
1603 | LLVector3 up = 2 * (v_corner[2] - v_corner[3]); | 1603 | LLVector3 up = 2 * (v_corner[2] - v_corner[3]); |
1604 | up.normVec(); | 1604 | up.normalize(); |
1605 | F32 size = right.magVec(); | 1605 | F32 size = right.length(); |
1606 | up = size * up; | 1606 | up = size * up; |
1607 | const LLVector3 draw_pos = 0.25 * (v_corner[0] + v_corner[1] + v_corner[2] + v_corner[3]); | 1607 | const LLVector3 draw_pos = 0.25 * (v_corner[0] + v_corner[1] + v_corner[2] + v_corner[3]); |
1608 | 1608 | ||
@@ -1654,7 +1654,7 @@ void LLVOSky::updateSunHaloGeometry(LLDrawable *drawable ) | |||
1654 | F32 dtReflection(const LLVector3& p, F32 cos_dir_from_top, F32 sin_dir_from_top, F32 diff_angl_dir) | 1654 | F32 dtReflection(const LLVector3& p, F32 cos_dir_from_top, F32 sin_dir_from_top, F32 diff_angl_dir) |
1655 | { | 1655 | { |
1656 | LLVector3 P = p; | 1656 | LLVector3 P = p; |
1657 | P.normVec(); | 1657 | P.normalize(); |
1658 | 1658 | ||
1659 | const F32 cos_dir_angle = -P.mV[VZ]; | 1659 | const F32 cos_dir_angle = -P.mV[VZ]; |
1660 | const F32 sin_dir_angle = sqrt(1 - cos_dir_angle * cos_dir_angle); | 1660 | const F32 sin_dir_angle = sqrt(1 - cos_dir_angle * cos_dir_angle); |
@@ -1679,9 +1679,9 @@ F32 dtClip(const LLVector3& v0, const LLVector3& v1, F32 far_clip2) | |||
1679 | { | 1679 | { |
1680 | F32 dt_clip; | 1680 | F32 dt_clip; |
1681 | const LLVector3 otrezok = v1 - v0; | 1681 | const LLVector3 otrezok = v1 - v0; |
1682 | const F32 A = otrezok.magVecSquared(); | 1682 | const F32 A = otrezok.lengthSquared(); |
1683 | const F32 B = v0 * otrezok; | 1683 | const F32 B = v0 * otrezok; |
1684 | const F32 C = v0.magVecSquared() - far_clip2; | 1684 | const F32 C = v0.lengthSquared() - far_clip2; |
1685 | const F32 det = sqrt(B*B - A*C); | 1685 | const F32 det = sqrt(B*B - A*C); |
1686 | dt_clip = (-B - det) / A; | 1686 | dt_clip = (-B - det) / A; |
1687 | if ((dt_clip < 0) || (dt_clip > 1)) | 1687 | if ((dt_clip < 0) || (dt_clip > 1)) |
@@ -1701,16 +1701,16 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, | |||
1701 | LLVector3 hb_pos = to_dir * (HORIZON_DIST - 10); | 1701 | LLVector3 hb_pos = to_dir * (HORIZON_DIST - 10); |
1702 | LLVector3 to_dir_proj = to_dir; | 1702 | LLVector3 to_dir_proj = to_dir; |
1703 | to_dir_proj.mV[VZ] = 0; | 1703 | to_dir_proj.mV[VZ] = 0; |
1704 | to_dir_proj.normVec(); | 1704 | to_dir_proj.normalize(); |
1705 | 1705 | ||
1706 | LLVector3 Right = to_dir % LLVector3::z_axis; | 1706 | LLVector3 Right = to_dir % LLVector3::z_axis; |
1707 | LLVector3 Up = Right % to_dir; | 1707 | LLVector3 Up = Right % to_dir; |
1708 | Right.normVec(); | 1708 | Right.normalize(); |
1709 | Up.normVec(); | 1709 | Up.normalize(); |
1710 | 1710 | ||
1711 | // finding angle between look direction and sprite. | 1711 | // finding angle between look direction and sprite. |
1712 | LLVector3 look_at_right = look_at % LLVector3::z_axis; | 1712 | LLVector3 look_at_right = look_at % LLVector3::z_axis; |
1713 | look_at_right.normVec(); | 1713 | look_at_right.normalize(); |
1714 | 1714 | ||
1715 | const static F32 cos_horizon_angle = cosHorizon(0.0f/sResolution); | 1715 | const static F32 cos_horizon_angle = cosHorizon(0.0f/sResolution); |
1716 | //const static F32 horizon_angle = acos(cos_horizon_angle); | 1716 | //const static F32 horizon_angle = acos(cos_horizon_angle); |
@@ -1745,7 +1745,7 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, | |||
1745 | else | 1745 | else |
1746 | dt_hor = llmax(0.0f, llmin(1.0f, dt_hor)); | 1746 | dt_hor = llmax(0.0f, llmin(1.0f, dt_hor)); |
1747 | 1747 | ||
1748 | top_hb.normVec(); | 1748 | top_hb.normalize(); |
1749 | const F32 cos_angle_of_view = fabs(top_hb.mV[VZ]); | 1749 | const F32 cos_angle_of_view = fabs(top_hb.mV[VZ]); |
1750 | const F32 extension = llmin (5.0f, 1.0f / cos_angle_of_view); | 1750 | const F32 extension = llmin (5.0f, 1.0f / cos_angle_of_view); |
1751 | 1751 | ||
@@ -1762,11 +1762,11 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, | |||
1762 | F32 cos_dir_from_top[2]; | 1762 | F32 cos_dir_from_top[2]; |
1763 | 1763 | ||
1764 | LLVector3 dir = stretch_corner[0]; | 1764 | LLVector3 dir = stretch_corner[0]; |
1765 | dir.normVec(); | 1765 | dir.normalize(); |
1766 | cos_dir_from_top[0] = dir.mV[VZ]; | 1766 | cos_dir_from_top[0] = dir.mV[VZ]; |
1767 | 1767 | ||
1768 | dir = stretch_corner[1]; | 1768 | dir = stretch_corner[1]; |
1769 | dir.normVec(); | 1769 | dir.normalize(); |
1770 | cos_dir_from_top[1] = dir.mV[VZ]; | 1770 | cos_dir_from_top[1] = dir.mV[VZ]; |
1771 | 1771 | ||
1772 | const F32 sin_dir_from_top = sqrt(1 - cos_dir_from_top[0] * cos_dir_from_top[0]); | 1772 | const F32 sin_dir_from_top = sqrt(1 - cos_dir_from_top[0] * cos_dir_from_top[0]); |
@@ -1789,7 +1789,7 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, | |||
1789 | for (vtx = 0; vtx < 2; ++vtx) | 1789 | for (vtx = 0; vtx < 2; ++vtx) |
1790 | { | 1790 | { |
1791 | LLVector3 light_proj = v_corner[vtx]; | 1791 | LLVector3 light_proj = v_corner[vtx]; |
1792 | light_proj.normVec(); | 1792 | light_proj.normalize(); |
1793 | 1793 | ||
1794 | const F32 z = light_proj.mV[VZ]; | 1794 | const F32 z = light_proj.mV[VZ]; |
1795 | const F32 sin_angle = sqrt(1 - z * z); | 1795 | const F32 sin_angle = sqrt(1 - z * z); |
@@ -1813,9 +1813,9 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, | |||
1813 | S32 side = 0; | 1813 | S32 side = 0; |
1814 | LLVector3 refl_corn_norm[2]; | 1814 | LLVector3 refl_corn_norm[2]; |
1815 | refl_corn_norm[0] = v_refl_corner[1]; | 1815 | refl_corn_norm[0] = v_refl_corner[1]; |
1816 | refl_corn_norm[0].normVec(); | 1816 | refl_corn_norm[0].normalize(); |
1817 | refl_corn_norm[1] = v_refl_corner[3]; | 1817 | refl_corn_norm[1] = v_refl_corner[3]; |
1818 | refl_corn_norm[1].normVec(); | 1818 | refl_corn_norm[1].normalize(); |
1819 | 1819 | ||
1820 | F32 cos_refl_look_at[2]; | 1820 | F32 cos_refl_look_at[2]; |
1821 | cos_refl_look_at[0] = refl_corn_norm[0] * look_at; | 1821 | cos_refl_look_at[0] = refl_corn_norm[0] * look_at; |
@@ -1833,13 +1833,13 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, | |||
1833 | F32 dt_clip; | 1833 | F32 dt_clip; |
1834 | F32 vtx_near2, vtx_far2; | 1834 | F32 vtx_near2, vtx_far2; |
1835 | 1835 | ||
1836 | if ((vtx_far2 = v_refl_corner[side].magVecSquared()) > far_clip2) | 1836 | if ((vtx_far2 = v_refl_corner[side].lengthSquared()) > far_clip2) |
1837 | { | 1837 | { |
1838 | // whole thing is sprite: reflection is beyond far clip plane. | 1838 | // whole thing is sprite: reflection is beyond far clip plane. |
1839 | dt_clip = 1.1f; | 1839 | dt_clip = 1.1f; |
1840 | quads = 1; | 1840 | quads = 1; |
1841 | } | 1841 | } |
1842 | else if ((vtx_near2 = v_refl_corner[side+1].magVecSquared()) > far_clip2) | 1842 | else if ((vtx_near2 = v_refl_corner[side+1].lengthSquared()) > far_clip2) |
1843 | { | 1843 | { |
1844 | // part is reflection, the rest is sprite. | 1844 | // part is reflection, the rest is sprite. |
1845 | dt_clip = dtClip(v_refl_corner[side + 1], v_refl_corner[side], far_clip2); | 1845 | dt_clip = dtClip(v_refl_corner[side + 1], v_refl_corner[side], far_clip2); |
@@ -1903,7 +1903,7 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, | |||
1903 | { | 1903 | { |
1904 | for (S32 vtx = 0; vtx < 4; ++vtx) | 1904 | for (S32 vtx = 0; vtx < 4; ++vtx) |
1905 | { | 1905 | { |
1906 | F32 ratio = far_clip / v_refl_corner[vtx].magVec(); | 1906 | F32 ratio = far_clip / v_refl_corner[vtx].length(); |
1907 | *(verticesp++) = v_refl_corner[vtx] = ratio * v_refl_corner[vtx] + mCameraPosAgent; | 1907 | *(verticesp++) = v_refl_corner[vtx] = ratio * v_refl_corner[vtx] + mCameraPosAgent; |
1908 | } | 1908 | } |
1909 | const LLVector3 draw_pos = 0.25 * | 1909 | const LLVector3 draw_pos = 0.25 * |
@@ -1912,10 +1912,10 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, | |||
1912 | } | 1912 | } |
1913 | else | 1913 | else |
1914 | { | 1914 | { |
1915 | F32 ratio = far_clip / v_refl_corner[1].magVec(); | 1915 | F32 ratio = far_clip / v_refl_corner[1].length(); |
1916 | v_sprite_corner[1] = v_refl_corner[1] * ratio; | 1916 | v_sprite_corner[1] = v_refl_corner[1] * ratio; |
1917 | 1917 | ||
1918 | ratio = far_clip / v_refl_corner[3].magVec(); | 1918 | ratio = far_clip / v_refl_corner[3].length(); |
1919 | v_sprite_corner[3] = v_refl_corner[3] * ratio; | 1919 | v_sprite_corner[3] = v_refl_corner[3] * ratio; |
1920 | 1920 | ||
1921 | v_refl_corner[1] = (1 - dt_clip) * v_refl_corner[1] + dt_clip * v_refl_corner[0]; | 1921 | v_refl_corner[1] = (1 - dt_clip) * v_refl_corner[1] + dt_clip * v_refl_corner[0]; |
@@ -2039,20 +2039,20 @@ void LLVOSky::updateFog(const F32 distance) | |||
2039 | LLVector3 tosun = getToSunLast(); | 2039 | LLVector3 tosun = getToSunLast(); |
2040 | const F32 tosun_z = tosun.mV[VZ]; | 2040 | const F32 tosun_z = tosun.mV[VZ]; |
2041 | tosun.mV[VZ] = 0.f; | 2041 | tosun.mV[VZ] = 0.f; |
2042 | tosun.normVec(); | 2042 | tosun.normalize(); |
2043 | LLVector3 perp_tosun; | 2043 | LLVector3 perp_tosun; |
2044 | perp_tosun.mV[VX] = -tosun.mV[VY]; | 2044 | perp_tosun.mV[VX] = -tosun.mV[VY]; |
2045 | perp_tosun.mV[VY] = tosun.mV[VX]; | 2045 | perp_tosun.mV[VY] = tosun.mV[VX]; |
2046 | LLVector3 tosun_45 = tosun + perp_tosun; | 2046 | LLVector3 tosun_45 = tosun + perp_tosun; |
2047 | tosun_45.normVec(); | 2047 | tosun_45.normalize(); |
2048 | 2048 | ||
2049 | F32 delta = 0.06f; | 2049 | F32 delta = 0.06f; |
2050 | tosun.mV[VZ] = delta; | 2050 | tosun.mV[VZ] = delta; |
2051 | perp_tosun.mV[VZ] = delta; | 2051 | perp_tosun.mV[VZ] = delta; |
2052 | tosun_45.mV[VZ] = delta; | 2052 | tosun_45.mV[VZ] = delta; |
2053 | tosun.normVec(); | 2053 | tosun.normalize(); |
2054 | perp_tosun.normVec(); | 2054 | perp_tosun.normalize(); |
2055 | tosun_45.normVec(); | 2055 | tosun_45.normalize(); |
2056 | 2056 | ||
2057 | // Sky colors, just slightly above the horizon in the direction of the sun, perpendicular to the sun, and at a 45 degree angle to the sun. | 2057 | // Sky colors, just slightly above the horizon in the direction of the sun, perpendicular to the sun, and at a 45 degree angle to the sun. |
2058 | initAtmospherics(); | 2058 | initAtmospherics(); |
@@ -2202,8 +2202,8 @@ F32 azimuth(const LLVector3 &v) | |||
2202 | 2202 | ||
2203 | void LLVOSky::initSunDirection(const LLVector3 &sun_dir, const LLVector3 &sun_ang_velocity) | 2203 | void LLVOSky::initSunDirection(const LLVector3 &sun_dir, const LLVector3 &sun_ang_velocity) |
2204 | { | 2204 | { |
2205 | LLVector3 sun_direction = (sun_dir.magVec() == 0) ? LLVector3::x_axis : sun_dir; | 2205 | LLVector3 sun_direction = (sun_dir.length() == 0) ? LLVector3::x_axis : sun_dir; |
2206 | sun_direction.normVec(); | 2206 | sun_direction.normalize(); |
2207 | mSun.setDirection(sun_direction); | 2207 | mSun.setDirection(sun_direction); |
2208 | mSun.renewDirection(); | 2208 | mSun.renewDirection(); |
2209 | mSun.setAngularVelocity(sun_ang_velocity); | 2209 | mSun.setAngularVelocity(sun_ang_velocity); |
@@ -2222,8 +2222,8 @@ void LLVOSky::initSunDirection(const LLVector3 &sun_dir, const LLVector3 &sun_an | |||
2222 | 2222 | ||
2223 | void LLVOSky::setSunDirection(const LLVector3 &sun_dir, const LLVector3 &sun_ang_velocity) | 2223 | void LLVOSky::setSunDirection(const LLVector3 &sun_dir, const LLVector3 &sun_ang_velocity) |
2224 | { | 2224 | { |
2225 | LLVector3 sun_direction = (sun_dir.magVec() == 0) ? LLVector3::x_axis : sun_dir; | 2225 | LLVector3 sun_direction = (sun_dir.length() == 0) ? LLVector3::x_axis : sun_dir; |
2226 | sun_direction.normVec(); | 2226 | sun_direction.normalize(); |
2227 | 2227 | ||
2228 | // Push the sun "South" as it approaches directly overhead so that we can always see bump mapping | 2228 | // Push the sun "South" as it approaches directly overhead so that we can always see bump mapping |
2229 | // on the upward facing faces of cubes. | 2229 | // on the upward facing faces of cubes. |
@@ -2239,7 +2239,7 @@ void LLVOSky::setSunDirection(const LLVector3 &sun_dir, const LLVector3 &sun_ang | |||
2239 | // Blend between normal sun dir and adjusted sun dir based on how close we are | 2239 | // Blend between normal sun dir and adjusted sun dir based on how close we are |
2240 | // to having the sun overhead. | 2240 | // to having the sun overhead. |
2241 | mBumpSunDir = adjustedDir * sunDot + newDir * (1.0f - sunDot); | 2241 | mBumpSunDir = adjustedDir * sunDot + newDir * (1.0f - sunDot); |
2242 | mBumpSunDir.normVec(); | 2242 | mBumpSunDir.normalize(); |
2243 | 2243 | ||
2244 | F32 dp = mLastLightingDirection * sun_direction; | 2244 | F32 dp = mLastLightingDirection * sun_direction; |
2245 | mSun.setDirection(sun_direction); | 2245 | mSun.setDirection(sun_direction); |