Merge branch 'development' into cmake/SPEC-2513_w4267
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@@ -578,7 +578,7 @@ namespace NvCloth
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const AZ::Vector3& renderTangent = renderTangents[renderVertexIndex];
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destTangentsBuffer[index].Set(
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renderTangent,
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1.0f);
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-1.0f); // Shader function ConstructTBN inverts w to change bitangent sign, but the bitangents passed are already corrected, so passing -1.0 to counteract.
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}
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if (destBitangentsBuffer)
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@@ -12,7 +12,7 @@ namespace NvCloth
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{
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namespace
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{
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const float Tolerance = 0.0001f;
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const float Tolerance = 1e-7f;
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}
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bool TangentSpaceHelper::CalculateNormals(
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@@ -34,7 +34,8 @@ namespace NvCloth
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const size_t vertexCount = vertices.size();
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// Reset results
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outNormals.resize(vertexCount, AZ::Vector3::CreateZero());
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outNormals.resize(vertexCount);
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AZStd::fill(outNormals.begin(), outNormals.end(), AZ::Vector3::CreateZero());
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// calculate the normals per triangle
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for (size_t i = 0; i < triangleCount; ++i)
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@@ -115,8 +116,10 @@ namespace NvCloth
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const size_t vertexCount = vertices.size();
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// Reset results
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outTangents.resize(vertexCount, AZ::Vector3::CreateZero());
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outBitangents.resize(vertexCount, AZ::Vector3::CreateZero());
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outTangents.resize(vertexCount);
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outBitangents.resize(vertexCount);
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AZStd::fill(outTangents.begin(), outTangents.end(), AZ::Vector3::CreateZero());
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AZStd::fill(outBitangents.begin(), outBitangents.end(), AZ::Vector3::CreateZero());
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// calculate the base vectors per triangle
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for (size_t i = 0; i < triangleCount; ++i)
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@@ -193,9 +196,12 @@ namespace NvCloth
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const size_t vertexCount = vertices.size();
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// Reset results
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outTangents.resize(vertexCount, AZ::Vector3::CreateZero());
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outBitangents.resize(vertexCount, AZ::Vector3::CreateZero());
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outNormals.resize(vertexCount, AZ::Vector3::CreateZero());
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outTangents.resize(vertexCount);
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outBitangents.resize(vertexCount);
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outNormals.resize(vertexCount);
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AZStd::fill(outTangents.begin(), outTangents.end(), AZ::Vector3::CreateZero());
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AZStd::fill(outBitangents.begin(), outBitangents.end(), AZ::Vector3::CreateZero());
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AZStd::fill(outNormals.begin(), outNormals.end(), AZ::Vector3::CreateZero());
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// calculate the base vectors per triangle
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for (size_t i = 0; i < triangleCount; ++i)
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