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LighAwareShaderPart.vsLocalPosition and vsLocalNormal ignore vertex transformations in vertex shader #71

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Tortenazor opened this issue Jan 7, 2013 · 2 comments

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@Tortenazor
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I don't think this is a bug, its more of a limitation, but I'm posting it here just in case:

LightAwateDiffuseShaderPart.vsLocalPosition and vsLocalNormal methods rely on a VertexAnimationShaderPart.getAnimatedVertexPosition and getVertexNormal(). These methods will always read the XYZ and NORMAL vertex components. So if you want to use this in combination with any transformation in your vertex shader, the transformed vertex's position and normal will be ignored when calculating the lightings, environment, reflections, etc

For example if you want to have water surface with smooth waves calculated in the vertex shader, the reflection and lights won't update properly with the waving.

Again I know this is very minor.

@JMLX42
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JMLX42 commented Jan 7, 2013

Hello and thank you for your feedback,

this feature is already logged internally as feature #907 "custom vertex normal/position for phong/env. mapping shader parts". I'll keep you posted.

Regards,

@warrenseine
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Closing for inactivity. Please report to the new repository (http://github.com/aerys/minko-as3).

citruslee pushed a commit to CitrusForks/minko that referenced this issue Jan 11, 2023
…into 'master'

Resolve "Implement Android CMake build system for /framework"

Closes aerys#71

See merge request aerys/smartshape-engine!77
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