Browse Source

ref: fix chrome texture being misaligned

pull/2/head
Alibek Omarov 2 years ago
parent
commit
ced6e8869a
  1. 12
      ref/gl/gl_studio.c
  2. 12
      ref/soft/r_studio.c

12
ref/gl/gl_studio.c

@ -1260,18 +1260,18 @@ void R_StudioSetupChrome( float *pchrome, int bone, vec3_t normal )
vec3_t tmp; // vector pointing at bone in world reference frame vec3_t tmp; // vector pointing at bone in world reference frame
VectorNegate( g_studio.chrome_origin, tmp ); VectorNegate( g_studio.chrome_origin, tmp );
tmp[0] += g_studio.bonestransform[bone][0][3]; tmp[0] += g_studio.lighttransform[bone][0][3];
tmp[1] += g_studio.bonestransform[bone][1][3]; tmp[1] += g_studio.lighttransform[bone][1][3];
tmp[2] += g_studio.bonestransform[bone][2][3]; tmp[2] += g_studio.lighttransform[bone][2][3];
VectorNormalize( tmp ); VectorNormalize( tmp );
CrossProduct( tmp, RI.vright, chromeupvec ); CrossProduct( tmp, RI.vright, chromeupvec );
VectorNormalize( chromeupvec ); VectorNormalize( chromeupvec );
CrossProduct( tmp, chromeupvec, chromerightvec ); CrossProduct( chromeupvec, tmp, chromerightvec );
VectorNormalize( chromerightvec ); VectorNormalize( chromerightvec );
Matrix3x4_VectorIRotate( g_studio.bonestransform[bone], chromeupvec, g_studio.chromeup[bone] ); Matrix3x4_VectorIRotate( g_studio.lighttransform[bone], chromeupvec, g_studio.chromeup[bone] );
Matrix3x4_VectorIRotate( g_studio.bonestransform[bone], chromerightvec, g_studio.chromeright[bone] ); Matrix3x4_VectorIRotate( g_studio.lighttransform[bone], chromerightvec, g_studio.chromeright[bone] );
g_studio.chromeage[bone] = g_studio.framecount; g_studio.chromeage[bone] = g_studio.framecount;
} }

12
ref/soft/r_studio.c

@ -1256,18 +1256,18 @@ void R_StudioSetupChrome( float *pchrome, int bone, vec3_t normal )
vec3_t tmp; // vector pointing at bone in world reference frame vec3_t tmp; // vector pointing at bone in world reference frame
VectorNegate( g_studio.chrome_origin, tmp ); VectorNegate( g_studio.chrome_origin, tmp );
tmp[0] += g_studio.bonestransform[bone][0][3]; tmp[0] += g_studio.lighttransform[bone][0][3];
tmp[1] += g_studio.bonestransform[bone][1][3]; tmp[1] += g_studio.lighttransform[bone][1][3];
tmp[2] += g_studio.bonestransform[bone][2][3]; tmp[2] += g_studio.lighttransform[bone][2][3];
VectorNormalize( tmp ); VectorNormalize( tmp );
CrossProduct( tmp, RI.vright, chromeupvec ); CrossProduct( tmp, RI.vright, chromeupvec );
VectorNormalize( chromeupvec ); VectorNormalize( chromeupvec );
CrossProduct( tmp, chromeupvec, chromerightvec ); CrossProduct( chromeupvec, tmp, chromerightvec );
VectorNormalize( chromerightvec ); VectorNormalize( chromerightvec );
Matrix3x4_VectorIRotate( g_studio.bonestransform[bone], chromeupvec, g_studio.chromeup[bone] ); Matrix3x4_VectorIRotate( g_studio.lighttransform[bone], chromeupvec, g_studio.chromeup[bone] );
Matrix3x4_VectorIRotate( g_studio.bonestransform[bone], chromerightvec, g_studio.chromeright[bone] ); Matrix3x4_VectorIRotate( g_studio.lighttransform[bone], chromerightvec, g_studio.chromeright[bone] );
g_studio.chromeage[bone] = g_studio.framecount; g_studio.chromeage[bone] = g_studio.framecount;
} }

Loading…
Cancel
Save