From af77d3869b7bb8db01bf0a41e11ebeae01a52db6 Mon Sep 17 00:00:00 2001 From: Jason Penick Date: Fri, 16 Jul 2021 15:14:49 -0500 Subject: [PATCH] Code Style Changes Final 2 --- src/models.c | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/src/models.c b/src/models.c index 917e1c214..3788299a7 100644 --- a/src/models.c +++ b/src/models.c @@ -2692,7 +2692,7 @@ void GenMeshTangents(Mesh *mesh) float t2 = uv3.y - uv1.y; float div = s1*t2 - s2*t1; - float r = (div == 0.0f) ? 0.0f : 1.0f/div; + float r = (div == 0.0f)? 0.0f : 1.0f/div; Vector3 sdir = { (t2*x1 - t1*x2)*r, (t2*y1 - t1*y2)*r, (t2*z1 - t1*z2)*r }; Vector3 tdir = { (s1*x2 - s2*x1)*r, (s1*y2 - s2*y1)*r, (s1*z2 - s2*z1)*r }; @@ -2713,20 +2713,20 @@ void GenMeshTangents(Mesh *mesh) Vector3 tangent = tan1[i]; // TODO: Review, not sure if tangent computation is right, just used reference proposed maths... - #if defined(COMPUTE_TANGENTS_METHOD_01) + #if defined(COMPUTE_TANGENTS_METHOD_01) Vector3 tmp = Vector3Subtract(tangent, Vector3Scale(normal, Vector3DotProduct(normal, tangent))); tmp = Vector3Normalize(tmp); mesh->tangents[i*4 + 0] = tmp.x; mesh->tangents[i*4 + 1] = tmp.y; mesh->tangents[i*4 + 2] = tmp.z; mesh->tangents[i*4 + 3] = 1.0f; - #else + #else Vector3OrthoNormalize(&normal, &tangent); mesh->tangents[i*4 + 0] = tangent.x; mesh->tangents[i*4 + 1] = tangent.y; mesh->tangents[i*4 + 2] = tangent.z; mesh->tangents[i*4 + 3] = (Vector3DotProduct(Vector3CrossProduct(normal, tangent), tan2[i]) < 0.0f) ? -1.0f : 1.0f; - #endif + #endif } RL_FREE(tan1);