Change custom coordinate order from ( bottom left, top left,
bottom right, top right ) to ( top left, bottom left, bottom right, top right ). This matches the vertex order, which is simpler. (Couldn't do the opposite, since the old ordering wasn't wrapped correctly to form a quad.)
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@@ -259,8 +259,8 @@ void Sprite::DrawPrimitives()
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{
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if( m_bUsingCustomTexCoords )
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{
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v[0].t = RageVector2( m_CustomTexCoords[2], m_CustomTexCoords[3] ); // top left
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v[1].t = RageVector2( m_CustomTexCoords[0], m_CustomTexCoords[1] ); // bottom left
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v[0].t = RageVector2( m_CustomTexCoords[0], m_CustomTexCoords[1] ); // bottom left
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v[1].t = RageVector2( m_CustomTexCoords[2], m_CustomTexCoords[3] ); // top left
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v[2].t = RageVector2( m_CustomTexCoords[4], m_CustomTexCoords[5] ); // bottom right
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v[3].t = RageVector2( m_CustomTexCoords[6], m_CustomTexCoords[7] ); // top right
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}
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@@ -338,11 +338,10 @@ void Sprite::SetState( int iNewState )
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void Sprite::SetCustomTextureRect( const RectF &new_texcoord_frect )
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{
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m_bUsingCustomTexCoords = true;
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m_CustomTexCoords[0] = new_texcoord_frect.left; m_CustomTexCoords[1] = new_texcoord_frect.bottom; // bottom left
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m_CustomTexCoords[2] = new_texcoord_frect.left; m_CustomTexCoords[3] = new_texcoord_frect.top; // top left
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m_CustomTexCoords[0] = new_texcoord_frect.left; m_CustomTexCoords[1] = new_texcoord_frect.top; // top left
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m_CustomTexCoords[2] = new_texcoord_frect.left; m_CustomTexCoords[3] = new_texcoord_frect.bottom; // bottom left
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m_CustomTexCoords[4] = new_texcoord_frect.right; m_CustomTexCoords[5] = new_texcoord_frect.bottom; // bottom right
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m_CustomTexCoords[6] = new_texcoord_frect.right; m_CustomTexCoords[7] = new_texcoord_frect.top; // top right
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}
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void Sprite::SetCustomTextureCoords( float fTexCoords[8] ) // order: bottom left, top left, bottom right, top right
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@@ -352,8 +351,6 @@ void Sprite::SetCustomTextureCoords( float fTexCoords[8] ) // order: bottom left
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m_CustomTexCoords[i] = fTexCoords[i];
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}
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/* Get the current custom texture coordinates. Note that these are independent
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* */
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void Sprite::GetCustomTextureCoords( float fTexCoordsOut[8] ) // order: bottom left, top left, bottom right, top right
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{
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for( int i=0; i<8; i++ )
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