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
This commit is contained in:
Jens Ayton 2010-01-16 11:57:00 +00:00
parent 1cca29a600
commit 64b4d4e9e3
4 changed files with 9 additions and 45 deletions

View File

@ -747,42 +747,6 @@
-1, 0,
-2, 0
);
// The following is a test of a complex, multi-contour polygon sprite
// with non-overlapping contours. It also happens to generate a mix of
// triangle strips and individual triangles. (The default icon generates
// a single triangle fan.)
// -- Ahruman 2009-10-10
/* (
(
-1, 2,
1, 2,
1, -2,
-1, -2
),
(
-3, 3,
3, 3,
3, -3,
-3, -3
)
);*/
// The following is a test of a complex, multi-contour polygon sprite
// which self-intersects.
// -- Ahruman 2009-10-10
/*(
(
-1, 3,
1, 3,
1, -2,
-1, -2
),
(
-3, 1,
3, 1,
3, -3,
-3, -3
)
);*/
"oolite-default-mine-icon" =
(

View File

@ -20,8 +20,8 @@
diffuse_map = "";
diffuse = (0, 0, 0.4);
ambient = (0, 0, 0.4);
emission = (0.9, 0.9, 0.9);
specular = (1.0, 0.8, 0.8);
emission = (0.4, 0.1, 0.1);
specular = (0.1, 1.0, 0.1);
shininess = 1;
};

View File

@ -16,7 +16,7 @@ present.
Oolite
Copyright (C) 2004-2008 Giles C Williams and contributors
Copyright (C) 2004-2010 Giles C Williams and contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
@ -1115,8 +1115,8 @@ shaderBindingTarget:(id<OOWeakReferenceSupport>)target
calculatedNormal = normal_to_surface(v2, v1, v0);
if (vector_equal(norm, kZeroVector))
{
_faces[i].normal = normal_to_surface(v0, v1, v2);
norm = normal_to_surface (v0, v1, v2);
norm = vector_flip(calculatedNormal);
_faces[i].normal = norm;
}
if (norm.x*calculatedNormal.x < 0 || norm.y*calculatedNormal.y < 0 || norm.z*calculatedNormal.z < 0)
{
@ -1176,7 +1176,7 @@ shaderBindingTarget:(id<OOWeakReferenceSupport>)target
}
Vector tangent = vector_subtract(vector_multiply_scalar(vProjAB, dsAC), vector_multiply_scalar(vProjAC, dsAB));
face->tangent = cross_product(face->normal, tangent); // Rotate 90 degrees. Done this way because I'm too lazy to grok the code above.
face->tangent = cross_product(nA, tangent); // Rotate 90 degrees. Done this way because I'm too lazy to grok the code above.
}
}

View File

@ -3,7 +3,7 @@
OOJSVector.m
Oolite
Copyright (C) 2004-2008 Giles C Williams and contributors
Copyright (C) 2004-2010 Giles C Williams and contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
@ -517,7 +517,7 @@ static JSBool VectorSubtract(JSContext *context, JSObject *this, uintN argc, jsv
}
// distanceTo(v : vectorExpression) : Vector3D
// distanceTo(v : vectorExpression) : Number
static JSBool VectorDistanceTo(JSContext *context, JSObject *this, uintN argc, jsval *argv, jsval *outResult)
{
Vector thisv, thatv;
@ -532,7 +532,7 @@ static JSBool VectorDistanceTo(JSContext *context, JSObject *this, uintN argc, j
}
// squaredDistanceTo(v : vectorExpression) : Vector3D
// squaredDistanceTo(v : vectorExpression) : Number
static JSBool VectorSquaredDistanceTo(JSContext *context, JSObject *this, uintN argc, jsval *argv, jsval *outResult)
{
Vector thisv, thatv;