return vec_normalize(vec_interp(t.a.n, t.b.n, t.c.n, b));
}
+/*
+ * Calculate an interpolated texture coordinate.
+ */
+INLINE_MAYBE
+vec_t tri_tcoord(tri_t t, scal_t b[3])
+{
+#if PERSPECTIVE_FIX
+ return vec_tinterp(t.a.t, t.b.t, t.c.t, b);
+#else
+ return vec_interp(t.a.t, t.b.t, t.c.t, b);
+#endif
+}
+
/*
* Calculate an entirely new vertex within the triangle based on barycentric
* coordinates.
vert_t v = vert_new(tri_point(t, b));
v.c = color_interp2(t.a.c, t.b.c, t.c.c, b);
v.n = tri_normal2(t, b);
+ v.t = tri_tcoord(t, b);
return v;
}