Flipped texture coordinates

Nazara now use a top-left corner origin for UVs (DirectX-like)


Former-commit-id: 550dd76cf15bc731d1e23060d1af15c3cd5cb4fd
This commit is contained in:
Lynix
2014-08-25 22:37:36 +02:00
parent 9b1f63ce11
commit 98aa804de5
6 changed files with 24 additions and 33 deletions

View File

@@ -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);
}
}