Mesh/MeshParams: Replace flipUVs by texCoordOffset and texCoordScale
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@@ -184,7 +184,7 @@ namespace Nz
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}
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vertices->position = finalPos;
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vertices->uv.Set(vertex.uv.x, (parameters.flipUVs) ? 1.f - vertex.uv.y : vertex.uv.y); // Inversion des UV si demandé
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vertices->uv.Set(parameters.texCoordOffset + vertex.uv * parameters.texCoordScale);
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vertices++;
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}
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@@ -254,7 +254,7 @@ namespace Nz
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VertexBufferRef vertexBuffer = VertexBuffer::New(VertexDeclaration::Get(VertexLayout_XYZ_Normal_UV_Tangent), vertexCount, parameters.storage);
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BufferMapper<VertexBuffer> vertexMapper(vertexBuffer, BufferAccess_WriteOnly);
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MeshVertex* vertex = static_cast<MeshVertex*>(vertexMapper.GetPointer());
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MeshVertex* vertices = static_cast<MeshVertex*>(vertexMapper.GetPointer());
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for (const MD5MeshParser::Vertex& md5Vertex : md5Mesh.vertices)
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{
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// Skinning MD5 (Formule d'Id Tech)
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@@ -268,9 +268,9 @@ namespace Nz
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}
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// On retourne le modèle dans le bon sens
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vertex->position = matrix * finalPos;
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vertex->uv.Set(md5Vertex.uv.x, (parameters.flipUVs) ? 1.f - md5Vertex.uv.y : md5Vertex.uv.y); // Inversion des UV si demandé
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vertex++;
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vertices->position = matrix * finalPos;
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vertices->uv.Set(parameters.texCoordOffset + md5Vertex.uv * parameters.texCoordScale);
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vertices++;
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}
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vertexMapper.Unmap();
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