From b04d7662ce1b8052d3a3570b6396435b32b530b5 Mon Sep 17 00:00:00 2001 From: SirLynix Date: Wed, 18 Oct 2023 10:10:14 +0200 Subject: [PATCH] Graphics/SlicedSprite: Fix UV inversion when texture coordinates don't take the whole texture --- src/Nazara/Graphics/SlicedSprite.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/src/Nazara/Graphics/SlicedSprite.cpp b/src/Nazara/Graphics/SlicedSprite.cpp index 9d5329055..f397aa84c 100644 --- a/src/Nazara/Graphics/SlicedSprite.cpp +++ b/src/Nazara/Graphics/SlicedSprite.cpp @@ -156,8 +156,9 @@ namespace Nz if (vertexCount > 0) { // Reverse texcoords Y + float yOffset = m_textureCoords.height + 2.f * (1.f - m_textureCoords.height); for (std::size_t i = 0; i < vertexCount; ++i) - m_vertices[i].uv.y = m_textureCoords.height - m_vertices[i].uv.y; + m_vertices[i].uv.y = yOffset - m_vertices[i].uv.y; aabb = Boxf(m_vertices[0].position, Vector2f::Zero()); for (std::size_t i = 1; i < vertexCount; ++i)