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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-12-18 14:55:33 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-12-18 14:55:33 +0000 |
commit | c54004cc4003698cd4583ea49e50f8993a9f953b (patch) | |
tree | 25df848e7440b7727545e29bf2556250d43f3eaa /gfx/gl/shaders/commonPoint.glsl | |
parent | 2D vector_normal to work on any arithmetic (diff) | |
download | ilt-c54004cc4003698cd4583ea49e50f8993a9f953b.tar.bz2 ilt-c54004cc4003698cd4583ea49e50f8993a9f953b.tar.xz ilt-c54004cc4003698cd4583ea49e50f8993a9f953b.zip |
Don't make arbitrary changes to mesh for triangle corners
Making these arbitrary changes can lead to inverted adjacent faces,
instead just:
a) use the near node where it is, or
b) create the edge split along its length without lateral movement
Removes the check that these are already used and/or boundaries as
they're not being changed now anyway.
Diffstat (limited to 'gfx/gl/shaders/commonPoint.glsl')
0 files changed, 0 insertions, 0 deletions