From c3f14b915c38a4978745f12f1f816572cce4b5a0 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 3 Jun 2013 12:50:48 -0500 Subject: NORSPEC-229 Fix for bad binormals on mirrored surfaces (use tangent calculator instead of binormal calculator, convert binormal centric code to tangent centric) --- indra/newview/pipeline.h | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) (limited to 'indra/newview/pipeline.h') diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index a8362953b4..2c023a6f70 100755 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -188,21 +188,21 @@ public: void markMeshDirty(LLSpatialGroup* group); //get the object between start and end that's closest to start. - LLViewerObject* lineSegmentIntersectInWorld(const LLVector3& start, const LLVector3& end, + LLViewerObject* lineSegmentIntersectInWorld(const LLVector4a& start, const LLVector4a& end, BOOL pick_transparent, S32* face_hit, // return the face hit - LLVector3* intersection = NULL, // return the intersection point + LLVector4a* intersection = NULL, // return the intersection point LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point - LLVector3* normal = NULL, // return the surface normal at the intersection point - LLVector3* bi_normal = NULL // return the surface bi-normal at the intersection point + LLVector4a* normal = NULL, // return the surface normal at the intersection point + LLVector4a* tangent = NULL // return the surface tangent at the intersection point ); - LLViewerObject* lineSegmentIntersectInHUD(const LLVector3& start, const LLVector3& end, + LLViewerObject* lineSegmentIntersectInHUD(const LLVector4a& start, const LLVector4a& end, BOOL pick_transparent, S32* face_hit, // return the face hit - LLVector3* intersection = NULL, // return the intersection point + LLVector4a* intersection = NULL, // return the intersection point LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point - LLVector3* normal = NULL, // return the surface normal at the intersection point - LLVector3* bi_normal = NULL // return the surface bi-normal at the intersection point + LLVector4a* normal = NULL, // return the surface normal at the intersection point + LLVector4a* tangent = NULL // return the surface tangent at the intersection point ); // Something about these textures has changed. Dirty them. -- cgit v1.3