Q3map2:
disable fastnormalize for light: was increasing dirt from arealights, lighting with acute angle Radiant: binds... * QE tool: alt + m1 drag in primitives mode: click face = clicked faces shear * m3 in texbro: select texture w/o applying to selection * `: XYFocusOnSelected * ctrl + shift + e: Select Connected Entities misc... * search in shortcuts list * edit shortcuts on m1 dbl click * edit shortcuts fix: could highlight a few rows for editing * texbro: toggle off hideUnused on loading a tag * fix of: undo something, select tex in texbro, no redo available * epsilon in resize brush selector to prevent perpendicular faces pickup * clone group entity primitives to separate entity on cloneSelectedMakeUnique * Focus on Selected option in Entity List (focus cam and center xy) * entity inspector: connected entities walker (select target / targeting / both)(focus)
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@@ -102,12 +102,19 @@ void _CrossProduct( vec3_t v1, vec3_t v2, vec3_t cross );
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// This define affect the precision of VectorNormalize() function only.
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#define MATHLIB_VECTOR_NORMALIZE_PRECISION_FIX 1
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vec_t VectorAccurateNormalize( const vec3_t in, vec3_t out );
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vec_t VectorFastNormalize( const vec3_t in, vec3_t out );
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vec_t VectorFastNormalize_( const vec3_t in, vec3_t out );
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#if MATHLIB_VECTOR_NORMALIZE_PRECISION_FIX
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#define VectorNormalize VectorAccurateNormalize
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#else
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#define VectorNormalize VectorFastNormalize
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#define VectorNormalize VectorFastNormalize_
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#endif
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#if 0 //use fastnormalize in a few -light spots
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#define VectorFastNormalize VectorFastNormalize_
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#else
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#define VectorFastNormalize VectorNormalize
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#endif
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vec_t ColorNormalize( const vec3_t in, vec3_t out );
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void VectorInverse( vec3_t v );
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void VectorPolar( vec3_t v, float radius, float theta, float phi );
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@@ -179,7 +179,7 @@ vec_t VectorAccurateNormalize( const vec3_t in, vec3_t out ) {
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return (vec_t) length;
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}
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vec_t VectorFastNormalize( const vec3_t in, vec3_t out ) {
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vec_t VectorFastNormalize_( const vec3_t in, vec3_t out ) {
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// SmileTheory: This is ioquake3's VectorNormalize2
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// for when accuracy matters less than speed
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@@ -84,7 +84,12 @@ ID_INLINE mat3_t::mat3_t() {
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}
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ID_INLINE mat3_t::mat3_t( float src[ 3 ][ 3 ] ) {
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memcpy( mat, src, sizeof( src ) );
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//memcpy( mat, src, sizeof( src ) );
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for( unsigned int i = 0; i < 3; i++ ) {
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mat[i].x = src[i][0];
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mat[i].y = src[i][1];
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mat[i].z = src[i][2];
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}
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}
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ID_INLINE mat3_t::mat3_t( idVec3 const &x, idVec3 const &y, idVec3 const &z ) {
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