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There were some issues with the old code: we were saving the length of the light vector but not actually using it anywhere, if we were dealing with a zero-vector this could potentially divide by zero resulting in a black fragment color, and we were erroneously using P2's length instead of P1's length when P1's W coordinate is zero in the SGI arrow operation. This fixes some lighting bugs in Grim Fandango, but this probably affects all lighting as well.