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They're actually guaranteed for the first and last segments due to the first and last points being duplicated in the buffer (simplifies design). This also handles the rare case where a vector appears to go directly into or out of the screen. Everything works nicely if only one of n1 or n2 is 0, and for the very rare case of both n1 and n2 being 0, then a final normal of 0 is reasonable. |
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.. | ||
glsl_alias.c | ||
glsl_bsp.c | ||
glsl_draw.c | ||
glsl_fog.c | ||
glsl_iqm.c | ||
glsl_lightmap.c | ||
glsl_main.c | ||
glsl_particles.c | ||
glsl_screen.c | ||
glsl_shader.c | ||
glsl_sprite.c | ||
glsl_textures.c | ||
Makefile.am | ||
namehack.h | ||
qfglsl.c | ||
quakeforge.glsl | ||
trail.frag | ||
trail.vert | ||
vid_common_glsl.c |