Type conversion

One for Harry
I changed the normal conversion code (as well as the code for fixed shading) to this
from
You can see for positive numbers this will effect the length of the normal.
Before for 127 / 128 = 0.99
Now
((127 * 2) + 1 ) / 255 = 1.0
It's only a 1% change, but didn't know if this would effect specular at all?
Maybe the bias you added might not be needed anymore?
I changed the normal conversion code (as well as the code for fixed shading) to this
- Code: Select all
#define BYTE_TO_FLOAT(B) ((2.0f * (B) + 1.0f) * (1.0F/255.0f))
- Code: Select all
// Per vertex normals
if (ph.SmoothShading()) {
p.v[j].normal[0] = BYTE_TO_FLOAT((INT8)(ix & 0xFF));
p.v[j].normal[1] = BYTE_TO_FLOAT((INT8)(iy & 0xFF));
p.v[j].normal[2] = BYTE_TO_FLOAT((INT8)(iz & 0xFF));
}
from
- Code: Select all
p.v[j].normal[0] = (INT8)(ix & 0xFF) / 128.f;
You can see for positive numbers this will effect the length of the normal.
Before for 127 / 128 = 0.99
Now
((127 * 2) + 1 ) / 255 = 1.0
It's only a 1% change, but didn't know if this would effect specular at all?
Maybe the bias you added might not be needed anymore?