Renamed normalized_uv to uv_coord for clarity

This commit is contained in:
Nestorboy 2024-10-31 23:15:56 +01:00
parent 5db57ad43d
commit acd924c2cc

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@ -293,10 +293,11 @@ class MeshFace extends Face {
let vert_b = vertices[1];
let vert_c = vertices[2];
let normalized_uv = [uv[0] * truncate_factor[0], uv[1] * truncate_factor[1]];
// Use non-truncated uv coordinates to select the correct triangle of a face.
let uv_coord = [uv[0] * truncate_factor[0], uv[1] * truncate_factor[1]];
if (vertices[3]) {
let is_in_tri = pointInTriangle(normalized_uv, this.uv[vert_a], this.uv[vert_b], this.uv[vert_c]);
let is_in_tri = pointInTriangle(uv_coord, this.uv[vert_a], this.uv[vert_b], this.uv[vert_c]);
if (!is_in_tri) {
vert_a = vertices[0];