cleanup
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@@ -83,9 +83,6 @@ namespace SplashEdit.RuntimeCode
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}
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/// <summary>
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/// Creates a PSXMesh from a Unity Mesh by converting its vertices, normals, UVs, and applying shading.
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/// </summary>
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/// <summary>
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/// Creates a PSXMesh from a Unity Renderer by extracting its mesh and materials.
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/// </summary>
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@@ -203,12 +200,12 @@ namespace SplashEdit.RuntimeCode
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/// Converts a Unity vertex into a PSXVertex by applying fixed-point conversion, shading, and UV mapping.
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/// </summary>
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/// <param name="vertex">The position of the vertex.</param>
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/// <param name="GTEScaling">World-to-GTE scaling factor.</param>
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/// <param name="normal">The normal vector at the vertex.</param>
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/// <param name="uv">Texture coordinates for the vertex.</param>
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/// <param name="lightDir">The light direction used for shading calculations.</param>
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/// <param name="lightColor">The color of the light affecting the vertex.</param>
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/// <param name="textureWidth">Width of the texture for UV scaling.</param>
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/// <param name="textureHeight">Height of the texture for UV scaling.</param>
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/// <param name="color">Pre-computed vertex color from lighting.</param>
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/// <returns>A PSXVertex with converted coordinates, normals, UVs, and color.</returns>
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private static PSXVertex ConvertToPSXVertex(Vector3 vertex, float GTEScaling, Vector3 normal, Vector2 uv, int? textureWidth, int? textureHeight, Color color)
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{
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