if( ray_world( sa, down, &ha ) &&
ray_world( sb, down, &hb ))
{
- mdl_vert va, vb;
+ scene_vert va, vb;
v3_muladds( ha.pos, up, 0.06f, va.co );
v3_muladds( hb.pos, up, 0.06f, vb.co );
- v3_copy( up, va.norm );
- v3_copy( up, vb.norm );
+
+ scene_vert_pack_norm( &va, up );
+ scene_vert_pack_norm( &vb, up );
v2_zero( va.uv );
v2_zero( vb.uv );