2008/7/28 H. Verbeet <[EMAIL PROTECTED]>:
> 2008/7/27 David Adam <[EMAIL PROTECTED]>:
>> +     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).


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