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ppsspp/GPU
Henrik RydgårdandClaude Opus 5.5 410a17443a SoftGPU: Bezier normals as the GE computes them
The cross product of two tangents, each the difference of the de
Casteljau's last two points: the row's along u, and the columns' last
points evaluated along u for v. The lerps pass their operand through at
the patch edges. Vertex normals stay unused (gpu/probe exp142-143).

Patch normals are now also generated for shade mapping with lighting
off, on every backend: the GE uses them there too.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 15:09:43 -06:00
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2026-06-02 14:53:37 +02:00