Graphics/SlicedSprite: Fix UV inversion when texture coordinates don't take the whole texture
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@ -156,8 +156,9 @@ namespace Nz
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if (vertexCount > 0)
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if (vertexCount > 0)
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{
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{
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// Reverse texcoords Y
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// Reverse texcoords Y
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float yOffset = m_textureCoords.height + 2.f * (1.f - m_textureCoords.height);
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for (std::size_t i = 0; i < vertexCount; ++i)
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for (std::size_t i = 0; i < vertexCount; ++i)
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m_vertices[i].uv.y = m_textureCoords.height - m_vertices[i].uv.y;
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m_vertices[i].uv.y = yOffset - m_vertices[i].uv.y;
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aabb = Boxf(m_vertices[0].position, Vector2f::Zero());
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aabb = Boxf(m_vertices[0].position, Vector2f::Zero());
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for (std::size_t i = 1; i < vertexCount; ++i)
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for (std::size_t i = 1; i < vertexCount; ++i)
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