#include "performance.h"
#define SCENE_DEBUG_ 0
-#define RENDER_DEBUG_ 1
+#define RENDER_DEBUG_ 0
float viewportAspectRatio = 1.0f;
const Scene* cameraAnchor;
for (size_t i = 0; i < face.numIndices; ++i) {
size_t vertIndex = face.indices[i];
+ size_t normalIndex = face.indices[2];
if (hasNormals) {
if (hasTextureCoords) {
Vector3D coords = mesh.textureCoords[vertIndex];
glTexCoord2f(coords.x, coords.y);
}
- Vector3D normal = mesh.normals[vertIndex];
+ Vector3D normal = mesh.normals[normalIndex];
glNormal3f(normal.x, normal.y, normal.z);
}
Vector3D vertex = mesh.vertices[vertIndex];