shi->dyuv[0]= 2.0*(dl*uv3[0]-duv[0]*uv1[0]-duv[1]*uv2[0]);
shi->dyuv[1]= 2.0*(dl*uv3[1]-duv[0]*uv1[1]-duv[1]*uv2[1]);
}
--
++#if 0
++ { /* tangent derived from UV, comes back later! (ton) */
++ //float s1= uv2[0] - uv1[0];
++ //float s2= uv3[0] - uv1[0];
++ float t1= uv2[1] - uv1[1];
++ float t2= uv3[1] - uv1[1];
++
++ shi->vn[0]= (t2 * (v2->co[0]-v1->co[0]) - t1 * (v3->co[0]-v1->co[0]));
++ shi->vn[1]= (t2 * (v2->co[1]-v1->co[1]) - t1 * (v3->co[1]-v1->co[1]));
++ shi->vn[2]= (t2 * (v2->co[2]-v1->co[2]) - t1 * (v3->co[2]-v1->co[2]));
++ Normalise(shi->vn);
++ vlr->flag |= R_TANGENT;
++ }
++#endif
if(mode & MA_FACETEXTURE) {
if((mode & (MA_VERTEXCOL|MA_VERTEXCOLP))==0) {
shi->vcol[0]= 1.0;