- fixed: The missing fourth component of the texture coordinate must be filled with 1.0, not 0.0 before applying the texture matrix. Not doing so will cancel out the translation part of the matrix.

This commit is contained in:
Christoph Oelckers 2014-09-02 10:31:48 +02:00
parent fa3a62e954
commit b96dd6c421
2 changed files with 5 additions and 5 deletions

View file

@ -70,7 +70,7 @@
// information // information
// //
//========================================================================== //==========================================================================
static float tics;
void gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture) void gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture)
{ {
// only manipulate the texture matrix if needed. // only manipulate the texture matrix if needed.
@ -328,7 +328,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
int rel = getExtraLight(); int rel = getExtraLight();
#ifdef _DEBUG #ifdef _DEBUG
if (sector->sectornum == 2) if (sector->sectornum == 130)
{ {
int a = 0; int a = 0;
} }

View file

@ -39,7 +39,7 @@ void main()
vec2 sst = vec2(r.x/m + 0.5, r.y/m + 0.5); vec2 sst = vec2(r.x/m + 0.5, r.y/m + 0.5);
vTexCoord.xy = sst; vTexCoord.xy = sst;
#else #else
vTexCoord = TextureMatrix * vec4(aTexCoord, 0.0, 0.0); vTexCoord = TextureMatrix * vec4(aTexCoord, 0.0, 1.0);
#endif #endif
gl_Position = ProjectionMatrix * eyeCoordPos; gl_Position = ProjectionMatrix * eyeCoordPos;