More work on sprite-texture model uv adjustment 2

This commit is contained in:
Hannu Hanhi 2020-07-16 22:39:44 +03:00
parent afd0858b4d
commit 0e5631fe66
2 changed files with 2 additions and 3 deletions

View file

@ -225,9 +225,10 @@ model_t *LoadModel(const char *filename, int ztag)
for (i = 0; i < model->numMeshes; i++)
model->meshes[i].originaluvs = model->meshes[i].uvs;
// Set initial values to max_s and max_t
model->max_s = 1.0;
model->max_t = 1.0;
model->vbo_max_s = 1.0;
model->vbo_max_t = 1.0;
return model;
}

View file

@ -2803,7 +2803,6 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32
}
else
{
//CONS_Printf("non-vbo tinyframe\n");
pglVertexPointer(3, GL_SHORT, 0, frame->vertices);
pglNormalPointer(GL_BYTE, 0, frame->normals);
pglTexCoordPointer(2, GL_FLOAT, 0, mesh->uvs);
@ -2858,7 +2857,6 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32
}
else
{
//CONS_Printf("non-vbo frame\n");
pglVertexPointer(3, GL_FLOAT, 0, frame->vertices);
pglNormalPointer(GL_FLOAT, 0, frame->normals);
pglTexCoordPointer(2, GL_FLOAT, 0, mesh->uvs);