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From: Roger H. <rog...@mi...> - 2004-08-05 17:05:20
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On Tuesday, August 3, 2004, at 11:22 pm, Dair Grant wrote: > >> Our tester has given my changes to E3Triangle_InterpolateHit a few >> hours testing in Microspot Modeller and it seems to be pretty solid >> now. We will be making the golden master of Modeller this week. >> >> Any objections to me checking in the changes to Quesa? > > This solution would be a step forward for the short term anyway, as > it'd > mean we would return the correct result if you're just doing a > rotation/translation/uniform scale as your transform. > > So I'd go with that for now (unless you want to do the general fix > too), > but could you log a bug indicating that this isn't going to be 100% > correct? Perhaps you missed one of my e-mails. I think it is the general fix we were testing, it certainly was much better than simply multiplying by local to world. I have checked it in as it is definitely much better than before. I used some code I wrote for my renderer for getting the right normal for the lighting calculations. I presume the interactive renderer does something similar otherwise the lighting would look a little weird as a surface in world coordinates gives different lighting to a parallel surface in local coordinates with a rotation and non uniform scale transform applied. Roger. |