I'm not sure about this one. Unless explicitly checked for, (0, 0, 0) will cause a division by zero when trying to normalize it, and I don't know for sure if GL has well defined behaviour for it.
- Re: [2/5] WineD3D: Use 0/0/0 as normal if no normal is su... H. Verbeet
- Re: [2/5] WineD3D: Use 0/0/0 as normal if no normal ... Stefan Dösinger
