Flipped texture coordinates
Nazara now use a top-left corner origin for UVs (DirectX-like) Former-commit-id: 550dd76cf15bc731d1e23060d1af15c3cd5cb4fd
This commit is contained in:
@@ -200,7 +200,10 @@ namespace
|
||||
{
|
||||
const unsigned int fixedIndex = indexFix[j];
|
||||
const MD2_TexCoord& texC = texCoords[triangles[i].texCoords[fixedIndex]];
|
||||
vertex[triangles[i].vertices[fixedIndex]].uv.Set(static_cast<float>(texC.u) / header.skinwidth, 1.f - static_cast<float>(texC.v)/header.skinheight);
|
||||
float u = static_cast<float>(texC.u) / header.skinwidth;
|
||||
float v = static_cast<float>(texC.v) / header.skinheight;
|
||||
|
||||
vertex[triangles[i].vertices[fixedIndex]].uv.Set(u, (parameters.flipUVs) ? 1.f - v : v);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user