custom walk filtering
[carveJwlIkooP6JGAAIwe30JlM.git] / scene.h
diff --git a/scene.h b/scene.h
index 13de419f2542d4f300087babb87ebbe581df49d7..83badb2fbca423444213dc3825af14e633bf25a3 100644 (file)
--- a/scene.h
+++ b/scene.h
@@ -135,19 +135,22 @@ VG_STATIC void scene_add_mdl_submesh( scene_context *ctx, mdl_context *mdl,
 
    u32 real_indices = 0;
    for( u32 i=0; i<sm->indice_count/3; i++ ){
-      u32 *tri = &src_indices[i*3];
+      u32 *src = &src_indices[i*3],
+          *dst = &dst_indices[real_indices];
 
       v3f ab, ac, tn;
-      v3_sub( src_verts[tri[2]].co, src_verts[tri[0]].co, ab );
-      v3_sub( src_verts[tri[1]].co, src_verts[tri[0]].co, ac );
+      v3_sub( src_verts[src[2]].co, src_verts[src[0]].co, ab );
+      v3_sub( src_verts[src[1]].co, src_verts[src[0]].co, ac );
       v3_cross( ac, ab, tn );
 
+#if 0
       if( v3_length2( tn ) <= 0.00001f )
          continue;
+#endif
 
-      dst_indices[real_indices+0] = tri[0] + ctx->vertex_count;
-      dst_indices[real_indices+1] = tri[1] + ctx->vertex_count;
-      dst_indices[real_indices+2] = tri[2] + ctx->vertex_count;
+      dst[0] = src[0] + ctx->vertex_count;
+      dst[1] = src[1] + ctx->vertex_count;
+      dst[2] = src[2] + ctx->vertex_count;
 
       real_indices += 3;
    }