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Fix UV coordinates
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parent
9ed4723e6e
commit
526110e188
1 changed files with 4 additions and 4 deletions
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@ -186,8 +186,8 @@ void DoomLevelMesh::AddLightmapLump(FLevel& doomMap, FWadWriter& wadFile)
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float offsetU = surface->AtlasTile.X / (float)submesh->LMTextureSize;
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float offsetU = surface->AtlasTile.X / (float)submesh->LMTextureSize;
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float offsetV = surface->AtlasTile.Y / (float)submesh->LMTextureSize;
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float offsetV = surface->AtlasTile.Y / (float)submesh->LMTextureSize;
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float scaleU = surface->AtlasTile.Width / (float)submesh->LMTextureSize;
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float scaleU = (float)submesh->LMTextureSize;
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float scaleV = surface->AtlasTile.Height / (float)submesh->LMTextureSize;
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float scaleV = (float)submesh->LMTextureSize;
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FVector2* texcoords = (FVector2*)surface->TexCoords;
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FVector2* texcoords = (FVector2*)surface->TexCoords;
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for (int j = 0, count = surface->numVerts; j < count; j++)
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for (int j = 0, count = surface->numVerts; j < count; j++)
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{
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{
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@ -438,7 +438,7 @@ void DoomLevelSubmesh::BindLightmapSurfacesToGeometry(FLevel& doomMap)
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// Reorder vertices into renderer format
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// Reorder vertices into renderer format
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for (DoomLevelMeshSurface& surface : Surfaces)
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for (DoomLevelMeshSurface& surface : Surfaces)
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{
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{
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if (surface.Type == ST_FLOOR)
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/*if (surface.Type == ST_FLOOR)
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{
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{
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// reverse vertices on floor
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// reverse vertices on floor
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for (int j = surface.startUvIndex + surface.numVerts - 1, k = surface.startUvIndex; j > k; j--, k++)
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for (int j = surface.startUvIndex + surface.numVerts - 1, k = surface.startUvIndex; j > k; j--, k++)
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@ -452,7 +452,7 @@ void DoomLevelSubmesh::BindLightmapSurfacesToGeometry(FLevel& doomMap)
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// to 0 2 1 3
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// to 0 2 1 3
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std::swap(LightmapUvs[surface.startUvIndex + 1], LightmapUvs[surface.startUvIndex + 2]);
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std::swap(LightmapUvs[surface.startUvIndex + 1], LightmapUvs[surface.startUvIndex + 2]);
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std::swap(LightmapUvs[surface.startUvIndex + 2], LightmapUvs[surface.startUvIndex + 3]);
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std::swap(LightmapUvs[surface.startUvIndex + 2], LightmapUvs[surface.startUvIndex + 3]);
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}
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}*/
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surface.TexCoords = (float*)&LightmapUvs[surface.startUvIndex];
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surface.TexCoords = (float*)&LightmapUvs[surface.startUvIndex];
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}
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}
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