Minor cleanup; made fallback material as weird-looking as it used to be.
git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@2973 127b21dd-08f5-0310-b4b7-95ae10353056
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@ -747,42 +747,6 @@
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-1, 0,
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-2, 0
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);
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// The following is a test of a complex, multi-contour polygon sprite
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// with non-overlapping contours. It also happens to generate a mix of
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// triangle strips and individual triangles. (The default icon generates
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// a single triangle fan.)
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// -- Ahruman 2009-10-10
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/* (
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(
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-1, 2,
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1, 2,
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1, -2,
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-1, -2
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),
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(
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-3, 3,
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3, 3,
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3, -3,
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-3, -3
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)
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);*/
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// The following is a test of a complex, multi-contour polygon sprite
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// which self-intersects.
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// -- Ahruman 2009-10-10
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/*(
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(
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-1, 3,
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1, 3,
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1, -2,
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-1, -2
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),
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(
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-3, 1,
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3, 1,
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3, -3,
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-3, -3
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)
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);*/
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"oolite-default-mine-icon" =
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(
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@ -20,8 +20,8 @@
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diffuse_map = "";
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diffuse = (0, 0, 0.4);
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ambient = (0, 0, 0.4);
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emission = (0.9, 0.9, 0.9);
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specular = (1.0, 0.8, 0.8);
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emission = (0.4, 0.1, 0.1);
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specular = (0.1, 1.0, 0.1);
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shininess = 1;
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};
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@ -16,7 +16,7 @@ present.
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Oolite
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Copyright (C) 2004-2008 Giles C Williams and contributors
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Copyright (C) 2004-2010 Giles C Williams and contributors
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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@ -1115,8 +1115,8 @@ shaderBindingTarget:(id<OOWeakReferenceSupport>)target
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calculatedNormal = normal_to_surface(v2, v1, v0);
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if (vector_equal(norm, kZeroVector))
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{
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_faces[i].normal = normal_to_surface(v0, v1, v2);
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norm = normal_to_surface (v0, v1, v2);
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norm = vector_flip(calculatedNormal);
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_faces[i].normal = norm;
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}
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if (norm.x*calculatedNormal.x < 0 || norm.y*calculatedNormal.y < 0 || norm.z*calculatedNormal.z < 0)
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{
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@ -1176,7 +1176,7 @@ shaderBindingTarget:(id<OOWeakReferenceSupport>)target
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}
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Vector tangent = vector_subtract(vector_multiply_scalar(vProjAB, dsAC), vector_multiply_scalar(vProjAC, dsAB));
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face->tangent = cross_product(face->normal, tangent); // Rotate 90 degrees. Done this way because I'm too lazy to grok the code above.
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face->tangent = cross_product(nA, tangent); // Rotate 90 degrees. Done this way because I'm too lazy to grok the code above.
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}
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}
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@ -3,7 +3,7 @@
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OOJSVector.m
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Oolite
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Copyright (C) 2004-2008 Giles C Williams and contributors
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Copyright (C) 2004-2010 Giles C Williams and contributors
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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@ -517,7 +517,7 @@ static JSBool VectorSubtract(JSContext *context, JSObject *this, uintN argc, jsv
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}
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// distanceTo(v : vectorExpression) : Vector3D
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// distanceTo(v : vectorExpression) : Number
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static JSBool VectorDistanceTo(JSContext *context, JSObject *this, uintN argc, jsval *argv, jsval *outResult)
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{
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Vector thisv, thatv;
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@ -532,7 +532,7 @@ static JSBool VectorDistanceTo(JSContext *context, JSObject *this, uintN argc, j
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}
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// squaredDistanceTo(v : vectorExpression) : Vector3D
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// squaredDistanceTo(v : vectorExpression) : Number
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static JSBool VectorSquaredDistanceTo(JSContext *context, JSObject *this, uintN argc, jsval *argv, jsval *outResult)
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{
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Vector thisv, thatv;
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