2008/7/28 H. Verbeet hverbeet@gmail.com:
2008/7/27 David Adam david.adam.cnrs@gmail.com:
ortho = D3DXVec3Dot(praydirection, &normal[i]);
if ( ortho )
{
t = D3DXVec3Dot(praydirection, &normal[i]) / ortho;
This doesn't make much sense, t will always be close to zero this way.
That should read "one" rather than "zero" of course. (Thanks to Michael Karcher for spotting that).