ed0acbad5b
(0, 0, 0) GLfloats run out of precision at the distances we need to model the earth, but we can do a bunch of pre-transformations using double math and then cast to GLfloat once everything is close in where we have less precision problems.
526 lines
16 KiB
C
526 lines
16 KiB
C
/* -*- Mode: C++ -*-
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*
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* obj.c -- routines to handle WaveFront .obj format files.
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*
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* Written by Curtis Olson, started October 1997.
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*
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* Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation; either version 2 of the
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* License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*
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* $Id$
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* (Log is kept at end of this file)
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**************************************************************************/
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
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#endif
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#include <stdio.h>
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#include <string.h>
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#include <GL/glut.h>
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#include <XGL/xgl.h>
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#include <Debug/fg_debug.h>
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#include <Include/fg_constants.h>
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#include <Math/mat3.h>
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#include <Math/fg_random.h>
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#include <Scenery/obj.h>
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#include <Scenery/scenery.h>
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#include <zlib/zlib.h>
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#define MAXNODES 100000
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static double nodes[MAXNODES][3];
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static double normals[MAXNODES][3];
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/* given three points defining a triangle, calculate the normal */
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void calc_normal(double p1[3], double p2[3], double p3[3], double normal[3])
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{
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double v1[3], v2[3];
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double temp;
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v1[0] = p2[0] - p1[0]; v1[1] = p2[1] - p1[1]; v1[2] = p2[2] - p1[2];
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v2[0] = p3[0] - p1[0]; v2[1] = p3[1] - p1[1]; v2[2] = p3[2] - p1[2];
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MAT3cross_product(normal, v1, v2);
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MAT3_NORMALIZE_VEC(normal,temp);
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/* fgPrintf( FG_TERRAIN, FG_DEBUG, " Normal = %.2f %.2f %.2f\n",
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normal[0], normal[1], normal[2]);*/
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}
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#define FG_TEX_CONSTANT 128.0
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float calc_lon(double x, double y, double z) {
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float tmp;
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tmp = (RAD_TO_DEG*atan2(y, x)) * FG_TEX_CONSTANT;
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// printf("lon = %.2f\n", (float)tmp);
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return (float)tmp;
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}
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float calc_lat(double x, double y, double z) {
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float tmp;
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tmp = (90.0 - RAD_TO_DEG*atan2( sqrt(x*x + y*y), z )) * FG_TEX_CONSTANT;
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// printf("lat = %.2f\n", (float)tmp);
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return (float)tmp;
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}
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/* Load a .obj file and generate the GL call list */
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GLint fgObjLoad(char *path, struct fgCartesianPoint *ref, double *radius) {
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char gzpath[256], line[256], winding_str[256];
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double approx_normal[3], normal[3], scale;
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// double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
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GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
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GLint tile;
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gzFile f;
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int first, ncount, vncount, n1, n2, n3, n4;
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static int use_per_vertex_norms = 1;
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int winding;
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int last1, last2, odd;
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// First try "path.obz" (compressed format)
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strcpy(gzpath, path);
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strcat(gzpath, ".obz");
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if ( (f = gzopen(gzpath, "rb")) == NULL ) {
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// Next try "path.obj" (uncompressed format)
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strcat(path, ".obj");
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if ( (f = gzopen(path, "rb")) == NULL ) {
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// Next try "path.obj.gz" (compressed format)
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strcat(path, ".gz");
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if ( (f = gzopen(path, "rb")) == NULL ) {
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fgPrintf(FG_TERRAIN, FG_ALERT, "Cannot open file: %s\n", path);
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return(-1);
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}
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}
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}
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tile = xglGenLists(1);
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xglNewList(tile, GL_COMPILE);
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/*
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xglTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
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xglTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
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xglTexGenfv(GL_S, GL_OBJECT_PLANE, sgenparams);
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xglTexGenfv(GL_T, GL_OBJECT_PLANE, sgenparams);
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// xglTexGenfv(GL_S, GL_SPHERE_MAP, 0);
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// xglTexGenfv(GL_T, GL_SPHERE_MAP, 0);
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xglEnable(GL_TEXTURE_GEN_S);
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xglEnable(GL_TEXTURE_GEN_T);
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*/
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first = 1;
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ncount = 1;
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vncount = 1;
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while ( gzgets(f, line, 250) != NULL ) {
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if ( line[0] == '#' ) {
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/* comment -- ignore */
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} else if ( line[0] == '\n' ) {
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/* empty line -- ignore */
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} else if ( strncmp(line, "ref ", 4) == 0 ) {
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/* reference point (center offset) */
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sscanf(line, "ref %lf %lf %lf\n", &ref->x, &ref->y, &ref->z);
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} else if ( strncmp(line, "v ", 2) == 0 ) {
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/* node (vertex) */
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if ( ncount < MAXNODES ) {
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/* fgPrintf( FG_TERRAIN, FG_DEBUG, "vertex = %s", line); */
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sscanf(line, "v %lf %lf %lf\n",
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&nodes[ncount][0], &nodes[ncount][1], &nodes[ncount][2]);
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/* first time through set min's and max'es */
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/*
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if ( ncount == 1 ) {
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xmin = x;
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xmax = x;
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ymin = y;
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ymax = y;
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zmin = z;
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zmax = z;
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}
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*/
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/* keep track of min/max vertex values */
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/*
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if ( x < xmin ) xmin = x;
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if ( x > xmax ) xmax = x;
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if ( y < ymin ) ymin = y;
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if ( y > ymax ) ymax = y;
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if ( z < zmin ) zmin = z;
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if ( z > zmax ) zmax = z;
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*/
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ncount++;
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} else {
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fgPrintf( FG_TERRAIN, FG_EXIT,
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"Read too many nodes ... dying :-(\n");
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}
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} else if ( strncmp(line, "vn ", 3) == 0 ) {
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/* vertex normal */
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if ( vncount < MAXNODES ) {
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/* fgPrintf( FG_TERRAIN, FG_DEBUG, "vertex normal = %s", line); */
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sscanf(line, "vn %lf %lf %lf\n",
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&normals[vncount][0], &normals[vncount][1],
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&normals[vncount][2]);
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vncount++;
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} else {
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fgPrintf( FG_TERRAIN, FG_EXIT,
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"Read too many vertex normals ... dying :-(\n");
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}
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} else if ( strncmp(line, "winding ", 8) == 0 ) {
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sscanf(line+8, "%s", winding_str);
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fgPrintf( FG_TERRAIN, FG_DEBUG, " WINDING = %s\n", winding_str);
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/* can't call xglFrontFace() between xglBegin() & xglEnd() */
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xglEnd();
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first = 1;
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if ( strcmp(winding_str, "cw") == 0 ) {
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xglFrontFace( GL_CW );
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winding = 0;
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} else {
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glFrontFace ( GL_CCW );
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winding = 1;
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}
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} else if ( line[0] == 't' ) {
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/* start a new triangle strip */
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n1 = n2 = n3 = n4 = 0;
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if ( !first ) {
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/* close out the previous structure and start the next */
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xglEnd();
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} else {
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first = 0;
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}
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/* fgPrintf( FG_TERRAIN, FG_DEBUG, " new tri strip = %s",
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line); */
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sscanf(line, "t %d %d %d %d\n", &n1, &n2, &n3, &n4);
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/* fgPrintf( FG_TERRAIN, FG_DEBUG, "(t) = "); */
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xglBegin(GL_TRIANGLE_STRIP);
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if ( winding ) {
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odd = 1;
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scale = 1.0;
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} else {
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odd = 0;
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scale = 1.0;
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}
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if ( use_per_vertex_norms ) {
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MAT3_SCALE_VEC(normal, normals[n1], scale);
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xglNormal3dv(normal);
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xglTexCoord2f(calc_lon(nodes[n1][0], nodes[n1][1], nodes[n1][2]), calc_lat(nodes[n1][0], nodes[n1][1], nodes[n1][2]));
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xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]);
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MAT3_SCALE_VEC(normal, normals[n2], scale);
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xglNormal3dv(normal);
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xglTexCoord2f(calc_lon(nodes[n2][0], nodes[n2][1], nodes[n2][2]), calc_lat(nodes[n2][0], nodes[n2][1], nodes[n2][2]));
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xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]);
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MAT3_SCALE_VEC(normal, normals[n3], scale);
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xglNormal3dv(normal);
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xglTexCoord2f(calc_lon(nodes[n3][0], nodes[n3][1], nodes[n3][2]), calc_lat(nodes[n3][0], nodes[n3][1], nodes[n3][2]));
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xglVertex3d(nodes[n3][0], nodes[n3][1], nodes[n3][2]);
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} else {
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if ( odd ) {
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calc_normal(nodes[n1], nodes[n2], nodes[n3], approx_normal);
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} else {
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calc_normal(nodes[n2], nodes[n1], nodes[n3], approx_normal);
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}
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MAT3_SCALE_VEC(normal, approx_normal, scale);
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xglNormal3dv(normal);
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xglTexCoord2f(calc_lon(nodes[n1][0], nodes[n1][1], nodes[n1][2]), calc_lat(nodes[n1][0], nodes[n1][1], nodes[n1][2]));
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xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]);
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xglTexCoord2f(calc_lon(nodes[n2][0], nodes[n2][1], nodes[n2][2]), calc_lat(nodes[n2][0], nodes[n2][1], nodes[n2][2]));
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xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]);
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xglTexCoord2f(calc_lon(nodes[n3][0], nodes[n3][1], nodes[n3][2]), calc_lat(nodes[n3][0], nodes[n3][1], nodes[n3][2]));
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xglVertex3d(nodes[n3][0], nodes[n3][1], nodes[n3][2]);
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}
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odd = 1 - odd;
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last1 = n2;
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last2 = n3;
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if ( n4 > 0 ) {
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if ( use_per_vertex_norms ) {
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MAT3_SCALE_VEC(normal, normals[n4], scale);
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} else {
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calc_normal(nodes[n3], nodes[n2], nodes[n4], approx_normal);
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MAT3_SCALE_VEC(normal, approx_normal, scale);
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}
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xglNormal3dv(normal);
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xglTexCoord2f(calc_lon(nodes[n4][0], nodes[n4][1], nodes[n4][2]), calc_lat(nodes[n4][0], nodes[n4][1], nodes[n4][2]));
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xglVertex3d(nodes[n4][0], nodes[n4][1], nodes[n4][2]);
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odd = 1 - odd;
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last1 = n3;
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last2 = n4;
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}
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} else if ( line[0] == 'f' ) {
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/* unoptimized face */
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if ( !first ) {
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/* close out the previous structure and start the next */
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xglEnd();
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} else {
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first = 0;
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}
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xglBegin(GL_TRIANGLES);
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/* fgPrintf( FG_TERRAIN, FG_DEBUG, "new triangle = %s", line);*/
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sscanf(line, "f %d %d %d\n", &n1, &n2, &n3);
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xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
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xglTexCoord2f(calc_lon(nodes[n1][0], nodes[n1][1], nodes[n1][2]), calc_lat(nodes[n1][0], nodes[n1][1], nodes[n1][2]));
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xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]);
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xglNormal3d(normals[n2][0], normals[n2][1], normals[n2][2]);
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xglTexCoord2f(calc_lon(nodes[n2][0], nodes[n2][1], nodes[n2][2]), calc_lat(nodes[n2][0], nodes[n2][1], nodes[n2][2]));
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xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]);
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xglNormal3d(normals[n3][0], normals[n3][1], normals[n3][2]);
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xglTexCoord2f(calc_lon(nodes[n3][0], nodes[n3][1], nodes[n3][2]), calc_lat(nodes[n3][0], nodes[n3][1], nodes[n3][2]));
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xglVertex3d(nodes[n3][0], nodes[n3][1], nodes[n3][2]);
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} else if ( line[0] == 'q' ) {
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/* continue a triangle strip */
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n1 = n2 = 0;
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/* fgPrintf( FG_TERRAIN, FG_DEBUG, "continued tri strip = %s ",
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line); */
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sscanf(line, "q %d %d\n", &n1, &n2);
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/* fgPrintf( FG_TERRAIN, FG_DEBUG, "read %d %d\n", n1, n2); */
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if ( use_per_vertex_norms ) {
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MAT3_SCALE_VEC(normal, normals[n1], scale);
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xglNormal3dv(normal);
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} else {
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if ( odd ) {
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calc_normal(nodes[last1], nodes[last2], nodes[n1],
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approx_normal);
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} else {
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calc_normal(nodes[last2], nodes[last1], nodes[n1],
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approx_normal);
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}
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MAT3_SCALE_VEC(normal, approx_normal, scale);
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xglNormal3dv(normal);
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}
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xglTexCoord2f(calc_lon(nodes[n1][0], nodes[n1][1], nodes[n1][2]), calc_lat(nodes[n1][0], nodes[n1][1], nodes[n1][2]));
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xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]);
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odd = 1 - odd;
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last1 = last2;
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last2 = n1;
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if ( n2 > 0 ) {
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/* fgPrintf( FG_TERRAIN, FG_DEBUG, " (cont)\n"); */
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if ( use_per_vertex_norms ) {
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MAT3_SCALE_VEC(normal, normals[n2], scale);
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xglNormal3dv(normal);
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} else {
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if ( odd ) {
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calc_normal(nodes[last1], nodes[last2], nodes[n2],
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approx_normal);
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} else {
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calc_normal(nodes[last2], nodes[last1], nodes[n2],
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approx_normal);
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}
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MAT3_SCALE_VEC(normal, approx_normal, scale);
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xglNormal3dv(normal);
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}
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xglTexCoord2f(calc_lon(nodes[n2][0], nodes[n2][1], nodes[n2][2]), calc_lat(nodes[n2][0], nodes[n2][1], nodes[n2][2]));
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xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]);
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odd = 1 -odd;
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last1 = last2;
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last2 = n2;
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}
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} else {
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fgPrintf( FG_TERRAIN, FG_WARN, "Unknown line in %s = %s\n",
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path, line);
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}
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}
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xglEnd();
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/* Draw normal vectors (for visually verifying normals)*/
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/*
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xglBegin(GL_LINES);
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xglColor3f(0.0, 0.0, 0.0);
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for ( i = 0; i < ncount; i++ ) {
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xglVertex3d(nodes[i][0],
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nodes[i][1] ,
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nodes[i][2]);
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xglVertex3d(nodes[i][0] + 500*normals[i][0],
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nodes[i][1] + 500*normals[i][1],
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nodes[i][2] + 500*normals[i][2]);
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}
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xglEnd();
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*/
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// xglDisable(GL_TEXTURE_GEN_S);
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// xglDisable(GL_TEXTURE_GEN_T);
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xglFrontFace ( GL_CCW );
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xglEndList();
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gzclose(f);
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/* reference point is the "center" (now included in input file) */
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/*
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ref->x = (xmin + xmax) / 2.0;
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ref->y = (ymin + ymax) / 2.0;
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ref->z = (zmin + zmax) / 2.0;
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*/
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return(tile);
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}
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/* $Log$
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/* Revision 1.32 1998/04/27 03:30:13 curt
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/* Minor transformation adjustments to try to keep scenery tiles closer to
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/* (0, 0, 0) GLfloats run out of precision at the distances we need to model
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/* the earth, but we can do a bunch of pre-transformations using double math
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/* and then cast to GLfloat once everything is close in where we have less
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/* precision problems.
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/*
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* Revision 1.31 1998/04/25 15:09:57 curt
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* Changed "r" to "rb" in gzopen() options. This fixes bad behavior in win32.
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*
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* Revision 1.30 1998/04/24 14:21:08 curt
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* Added "file.obj.gz" support.
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*
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* Revision 1.29 1998/04/24 00:51:07 curt
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* Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H"
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* Tweaked the scenery file extentions to be "file.obj" (uncompressed)
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* or "file.obz" (compressed.)
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*
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* Revision 1.28 1998/04/22 13:22:44 curt
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* C++ - ifing the code a bit.
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*
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* Revision 1.27 1998/04/18 04:13:17 curt
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* Added zlib on the fly decompression support for loading scenery objects.
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*
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* Revision 1.26 1998/04/03 22:11:36 curt
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* Converting to Gnu autoconf system.
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*
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* Revision 1.25 1998/03/14 00:30:50 curt
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* Beginning initial terrain texturing experiments.
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*
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* Revision 1.24 1998/02/09 21:30:18 curt
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* Fixed a nagging problem with terrain tiles not "quite" matching up perfectly.
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*
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* Revision 1.23 1998/02/09 15:07:52 curt
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* Minor tweaks.
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*
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* Revision 1.22 1998/02/01 03:39:54 curt
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* Minor tweaks.
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*
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* Revision 1.21 1998/01/31 00:43:25 curt
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* Added MetroWorks patches from Carmen Volpe.
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*
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* Revision 1.20 1998/01/29 00:51:39 curt
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* First pass at tile cache, dynamic tile loading and tile unloading now works.
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*
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* Revision 1.19 1998/01/27 03:26:42 curt
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* Playing with new fgPrintf command.
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*
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* Revision 1.18 1998/01/19 19:27:16 curt
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* Merged in make system changes from Bob Kuehne <rpk@sgi.com>
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* This should simplify things tremendously.
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*
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* Revision 1.17 1998/01/13 00:23:10 curt
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* Initial changes to support loading and management of scenery tiles. Note,
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* there's still a fair amount of work left to be done.
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*
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* Revision 1.16 1997/12/30 23:09:40 curt
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* Worked on winding problem without luck, so back to calling glFrontFace()
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* 3 times for each scenery area.
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*
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* Revision 1.15 1997/12/30 20:47:51 curt
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* Integrated new event manager with subsystem initializations.
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*
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* Revision 1.14 1997/12/30 01:38:46 curt
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* Switched back to per vertex normals and smooth shading for terrain.
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*
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* Revision 1.13 1997/12/18 23:32:36 curt
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* First stab at sky dome actually starting to look reasonable. :-)
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*
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* Revision 1.12 1997/12/17 23:13:47 curt
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* Began working on rendering the sky.
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*
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* Revision 1.11 1997/12/15 23:55:01 curt
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* Add xgl wrappers for debugging.
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* Generate terrain normals on the fly.
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*
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* Revision 1.10 1997/12/12 21:41:28 curt
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* More light/material property tweaking ... still a ways off.
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*
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* Revision 1.9 1997/12/12 19:52:57 curt
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* Working on lightling and material properties.
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*
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* Revision 1.8 1997/12/10 01:19:51 curt
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* Tweaks for verion 0.15 release.
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*
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* Revision 1.7 1997/12/08 22:51:17 curt
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* Enhanced to handle ccw and cw tri-stripe winding. This is a temporary
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* admission of defeat. I will eventually go back and get all the stripes
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* wound the same way (ccw).
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*
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* Revision 1.6 1997/11/25 19:25:35 curt
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* Changes to integrate Durk's moon/sun code updates + clean up.
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*
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* Revision 1.5 1997/11/15 18:16:39 curt
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* minor tweaks.
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*
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* Revision 1.4 1997/11/14 00:26:49 curt
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* Transform scenery coordinates earlier in pipeline when scenery is being
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* created, not when it is being loaded. Precalculate normals for each node
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* as average of the normals of each containing polygon so Garoude shading is
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* now supportable.
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*
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* Revision 1.3 1997/10/31 04:49:12 curt
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* Tweaking vertex orders.
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*
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* Revision 1.2 1997/10/30 12:38:45 curt
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* Working on new scenery subsystem.
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*
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* Revision 1.1 1997/10/28 21:14:54 curt
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* Initial revision.
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*
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*/
|