Searched refs:smoothBitangent (Results 1 – 8 of 8) sorted by relevance
/dports/games/spring/spring_98.0/rts/lib/assimp/code/ |
H A D | CalcTangentsProcess.cpp | 275 aiVector3D smoothTangent( 0, 0, 0), smoothBitangent( 0, 0, 0); in ProcessMesh() local 279 smoothBitangent += meshBitang[ closeVertices[b] ]; in ProcessMesh() 282 smoothBitangent.Normalize(); in ProcessMesh() 288 meshBitang[ closeVertices[b] ] = smoothBitangent; in ProcessMesh()
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/dports/devel/upp/upp/bazaar/plugin/assimp/code/PostProcessing/ |
H A D | CalcTangentsProcess.cpp | 302 aiVector3D smoothTangent( 0, 0, 0), smoothBitangent( 0, 0, 0); in ProcessMesh() local 306 smoothBitangent += meshBitang[ closeVertices[b] ]; in ProcessMesh() 309 smoothBitangent.Normalize(); in ProcessMesh() 315 meshBitang[ closeVertices[b] ] = smoothBitangent; in ProcessMesh()
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/dports/multimedia/assimp/assimp-5.1.3/code/PostProcessing/ |
H A D | CalcTangentsProcess.cpp | 288 aiVector3D smoothTangent(0, 0, 0), smoothBitangent(0, 0, 0); in ProcessMesh() local 291 smoothBitangent += meshBitang[closeVertices[b]]; in ProcessMesh() 294 smoothBitangent.Normalize(); in ProcessMesh() 299 meshBitang[closeVertices[b]] = smoothBitangent; in ProcessMesh()
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/dports/devel/godot/godot-3.2.3-stable/thirdparty/assimp/code/PostProcessing/ |
H A D | CalcTangentsProcess.cpp | 302 aiVector3D smoothTangent( 0, 0, 0), smoothBitangent( 0, 0, 0); in ProcessMesh() local 306 smoothBitangent += meshBitang[ closeVertices[b] ]; in ProcessMesh() 309 smoothBitangent.Normalize(); in ProcessMesh() 315 meshBitang[ closeVertices[b] ] = smoothBitangent; in ProcessMesh()
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/dports/devel/godot-tools/godot-3.2.3-stable/thirdparty/assimp/code/PostProcessing/ |
H A D | CalcTangentsProcess.cpp | 302 aiVector3D smoothTangent( 0, 0, 0), smoothBitangent( 0, 0, 0); in ProcessMesh() local 306 smoothBitangent += meshBitang[ closeVertices[b] ]; in ProcessMesh() 309 smoothBitangent.Normalize(); in ProcessMesh() 315 meshBitang[ closeVertices[b] ] = smoothBitangent; in ProcessMesh()
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/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/Assimp/code/ |
H A D | CalcTangentsProcess.cpp | 300 aiVector3D smoothTangent( 0, 0, 0), smoothBitangent( 0, 0, 0); in ProcessMesh() local 304 smoothBitangent += meshBitang[ closeVertices[b] ]; in ProcessMesh() 307 smoothBitangent.Normalize(); in ProcessMesh() 313 meshBitang[ closeVertices[b] ] = smoothBitangent; in ProcessMesh()
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/dports/games/doomsday/doomsday-2.3.1/doomsday/external/assimp/code/ |
H A D | CalcTangentsProcess.cpp | 300 aiVector3D smoothTangent( 0, 0, 0), smoothBitangent( 0, 0, 0); in ProcessMesh() local 304 smoothBitangent += meshBitang[ closeVertices[b] ]; in ProcessMesh() 307 smoothBitangent.Normalize(); in ProcessMesh() 313 meshBitang[ closeVertices[b] ] = smoothBitangent; in ProcessMesh()
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/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/3rdparty/assimp/code/ |
H A D | CalcTangentsProcess.cpp | 301 aiVector3D smoothTangent( 0, 0, 0), smoothBitangent( 0, 0, 0); in ProcessMesh() local 305 smoothBitangent += meshBitang[ closeVertices[b] ]; in ProcessMesh() 308 smoothBitangent.Normalize(); in ProcessMesh() 314 meshBitang[ closeVertices[b] ] = smoothBitangent; in ProcessMesh()
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