code wiki / _hdl_build / nx_skinnorm_gate.nx
nx_skinnorm_gate.nx
buildroot/runtime/_hdl_build/nx_skinnorm_gate.nx
about
nx_skinnorm_gate.nx -- GATE for skinned-normal lighting (mr_face_lambert + mr_isqrt over nx_render_core): lighting
computed from the ACTUAL face geometry (cross-product normal), so it is CORRECT under skinning deformation -- no
pre-baked normal. Proves: (T1) cosine law from the computed normal, (T2 MEASURED) deforming a face toward the light
brightens it (lighting tracks the geometry), (T3) perpendicular=0, (T4 teeth) degenerate face=0 (no div0), (T5)
back-face clamps to 0, (T6) the integer sqrt is correct. All Q14 no-float. expect_exit: 0
dependencies 3 imports · 0 importers
imports: nx_syscalls.nxnx_render_core.nxnx_meshrender.nx
imported by: nobody (leaf or entry point)
call flow from main pre-order; caps 40 nodes / depth 6 declared; ↻ = already shown
structs
| none |
consts
| none |
functions
| 10 | func g_puts(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } |
| 11 | func g_pn(v: i64) -> i64 { let b: *u8=sys_mmap(28); var x: i64=v; if x<0{b[0]=45 as u8;sys_write(1,b,1);x=0-x} if x==0{b[0]=48 as u8;sys_write(1,b,1);return 0} var d: i64=0; var y: i64=x; while y>0{d=d+1;y=y/10} var i: i64=d-1; y=x; while i>=0{b[i]=(48+(y%10)) as u8;y=y/10;i=i-1} sys_write(1,b,d); return 0 } |
| 12 | func ck(name: *u8, c: i64) -> i64 { if c==1 { g_puts(" PASS " as *u8) } else { g_puts(" FAIL " as *u8) } g_puts(name); g_puts("\n" as *u8); return c } |
| 14 | func main() -> i64 |