Searched refs:localBitangent (Results 1 – 8 of 8) sorted by relevance
214 aiVector3D localBitangent = bitangent - meshNorm[p] * (bitangent * meshNorm[p]); in ProcessMesh() local215 localTangent.NormalizeSafe(); localBitangent.NormalizeSafe(); in ProcessMesh()219 …d_bitangent = is_special_float(localBitangent.x) || is_special_float(localBitangent.y) || is_speci… in ProcessMesh()222 localTangent = meshNorm[p] ^ localBitangent; in ProcessMesh()225 localBitangent = localTangent ^ meshNorm[p]; in ProcessMesh()226 localBitangent.NormalizeSafe(); in ProcessMesh()232 meshBitang[ p ] = localBitangent; in ProcessMesh()
204 aiVector3D localBitangent = bitangent - meshNorm[p] * (bitangent * meshNorm[p]); in ProcessMesh() local206 localBitangent.NormalizeSafe(); in ProcessMesh()210 …d_bitangent = is_special_float(localBitangent.x) || is_special_float(localBitangent.y) || is_speci… in ProcessMesh()213 localTangent = meshNorm[p] ^ localBitangent; in ProcessMesh()216 localBitangent = localTangent ^ meshNorm[p]; in ProcessMesh()217 localBitangent.NormalizeSafe(); in ProcessMesh()223 meshBitang[p] = localBitangent; in ProcessMesh()
212 aiVector3D localBitangent = bitangent - meshNorm[p] * (bitangent * meshNorm[p]); in ProcessMesh() local213 localTangent.Normalize(); localBitangent.Normalize(); in ProcessMesh()217 …d_bitangent = is_special_float(localBitangent.x) || is_special_float(localBitangent.y) || is_speci… in ProcessMesh()220 localTangent = meshNorm[p] ^ localBitangent; in ProcessMesh()223 localBitangent = localTangent ^ meshNorm[p]; in ProcessMesh()224 localBitangent.Normalize(); in ProcessMesh()230 meshBitang[ p ] = localBitangent; in ProcessMesh()
213 aiVector3D localBitangent = bitangent - meshNorm[p] * (bitangent * meshNorm[p]); in ProcessMesh() local214 localTangent.Normalize(); localBitangent.Normalize(); in ProcessMesh()218 …d_bitangent = is_special_float(localBitangent.x) || is_special_float(localBitangent.y) || is_speci… in ProcessMesh()221 localTangent = meshNorm[p] ^ localBitangent; in ProcessMesh()224 localBitangent = localTangent ^ meshNorm[p]; in ProcessMesh()225 localBitangent.Normalize(); in ProcessMesh()231 meshBitang[ p ] = localBitangent; in ProcessMesh()
200 aiVector3D localBitangent = bitangent - meshNorm[p] * (bitangent * meshNorm[p]); in ProcessMesh() local201 localTangent.Normalize(); localBitangent.Normalize(); in ProcessMesh()205 meshBitang[p] = localBitangent; in ProcessMesh()