SwRasterizer/Lighting: implement bump mapping
This commit is contained in:
@ -437,8 +437,8 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
|
||||
GetInterpolatedAttribute(v0.view.y, v1.view.y, v2.view.y).ToFloat32(),
|
||||
GetInterpolatedAttribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32(),
|
||||
};
|
||||
std::tie(primary_fragment_color, secondary_fragment_color) =
|
||||
ComputeFragmentsColors(g_state.regs.lighting, g_state.lighting, normquat, view);
|
||||
std::tie(primary_fragment_color, secondary_fragment_color) = ComputeFragmentsColors(
|
||||
g_state.regs.lighting, g_state.lighting, normquat, view, texture_color);
|
||||
}
|
||||
|
||||
for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size();
|
||||
|
Reference in New Issue
Block a user