Fixed a bug with texcoord generation mode 2 (normal).
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@ -885,9 +885,6 @@ void gfx3d_glNormal(u32 v)
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normalTable[(v>>10)&1023],
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normalTable[(v>>20)&1023]};
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//use the current normal transform matrix
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MatrixMultVec3x3 (mtxCurrent[2], normal);
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if (texCoordinateTransform == 2)
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{
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last_s =( (normal[0] *mtxCurrent[3][0] + normal[1] *mtxCurrent[3][4] +
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@ -896,6 +893,8 @@ void gfx3d_glNormal(u32 v)
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normal[2] *mtxCurrent[3][9]) + (_t*16.0f)) / 16.0f;
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}
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//use the current normal transform matrix
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MatrixMultVec3x3 (mtxCurrent[2], normal);
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//apply lighting model
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{
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