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Searched refs:smoothBitangent (Results 1 – 8 of 8) sorted by relevance

/dports/games/spring/spring_98.0/rts/lib/assimp/code/
H A DCalcTangentsProcess.cpp275 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()
/dports/devel/upp/upp/bazaar/plugin/assimp/code/PostProcessing/
H A DCalcTangentsProcess.cpp302 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()
/dports/multimedia/assimp/assimp-5.1.3/code/PostProcessing/
H A DCalcTangentsProcess.cpp288 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()
/dports/devel/godot/godot-3.2.3-stable/thirdparty/assimp/code/PostProcessing/
H A DCalcTangentsProcess.cpp302 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()
/dports/devel/godot-tools/godot-3.2.3-stable/thirdparty/assimp/code/PostProcessing/
H A DCalcTangentsProcess.cpp302 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()
/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/Assimp/code/
H A DCalcTangentsProcess.cpp300 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()
/dports/games/doomsday/doomsday-2.3.1/doomsday/external/assimp/code/
H A DCalcTangentsProcess.cpp300 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()
/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/3rdparty/assimp/code/
H A DCalcTangentsProcess.cpp301 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()