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.)
This commit is contained in:
Glenn Maynard
2003-04-21 01:50:03 +00:00
parent 9ac592bf2b
commit 8d84695bfc
+4 -7
View File
@@ -259,8 +259,8 @@ void Sprite::DrawPrimitives()
{
if( m_bUsingCustomTexCoords )
{
v[0].t = RageVector2( m_CustomTexCoords[2], m_CustomTexCoords[3] ); // top left
v[1].t = RageVector2( m_CustomTexCoords[0], m_CustomTexCoords[1] ); // bottom left
v[0].t = RageVector2( m_CustomTexCoords[0], m_CustomTexCoords[1] ); // bottom left
v[1].t = RageVector2( m_CustomTexCoords[2], m_CustomTexCoords[3] ); // top left
v[2].t = RageVector2( m_CustomTexCoords[4], m_CustomTexCoords[5] ); // bottom right
v[3].t = RageVector2( m_CustomTexCoords[6], m_CustomTexCoords[7] ); // top right
}
@@ -338,11 +338,10 @@ void Sprite::SetState( int iNewState )
void Sprite::SetCustomTextureRect( const RectF &new_texcoord_frect )
{
m_bUsingCustomTexCoords = true;
m_CustomTexCoords[0] = new_texcoord_frect.left; m_CustomTexCoords[1] = new_texcoord_frect.bottom; // bottom left
m_CustomTexCoords[2] = new_texcoord_frect.left; m_CustomTexCoords[3] = new_texcoord_frect.top; // top left
m_CustomTexCoords[0] = new_texcoord_frect.left; m_CustomTexCoords[1] = new_texcoord_frect.top; // top left
m_CustomTexCoords[2] = new_texcoord_frect.left; m_CustomTexCoords[3] = new_texcoord_frect.bottom; // bottom left
m_CustomTexCoords[4] = new_texcoord_frect.right; m_CustomTexCoords[5] = new_texcoord_frect.bottom; // bottom right
m_CustomTexCoords[6] = new_texcoord_frect.right; m_CustomTexCoords[7] = new_texcoord_frect.top; // top right
}
void Sprite::SetCustomTextureCoords( float fTexCoords[8] ) // order: bottom left, top left, bottom right, top right
@@ -352,8 +351,6 @@ void Sprite::SetCustomTextureCoords( float fTexCoords[8] ) // order: bottom left
m_CustomTexCoords[i] = fTexCoords[i];
}
/* Get the current custom texture coordinates. Note that these are independent
* */
void Sprite::GetCustomTextureCoords( float fTexCoordsOut[8] ) // order: bottom left, top left, bottom right, top right
{
for( int i=0; i<8; i++ )