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https://github.com/RGBCube/serenity
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LibGL: Fix glTexCoord behaviour
glTexCoord should behave like glColor. It only updates a gl context variable that contains the current texture coordinates. The vertex is only actually created once glVertex is called.
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3 changed files with 11 additions and 11 deletions
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@ -69,6 +69,9 @@ void Mesh::draw(float uv_scale)
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glBegin(GL_TRIANGLES);
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glColor4f(color.x(), color.y(), color.z(), color.w());
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if (is_textured())
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glTexCoord2f(m_tex_coords.at(m_triangle_list[i].tex_coord_index0).u * uv_scale, (1.0f - m_tex_coords.at(m_triangle_list[i].tex_coord_index0).v) * uv_scale);
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// Vertex 1
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glVertex3f(
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m_vertex_list.at(m_triangle_list[i].a).x,
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@ -76,7 +79,7 @@ void Mesh::draw(float uv_scale)
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m_vertex_list.at(m_triangle_list[i].a).z);
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if (is_textured())
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glTexCoord2f(m_tex_coords.at(m_triangle_list[i].tex_coord_index0).u * uv_scale, (1.0f - m_tex_coords.at(m_triangle_list[i].tex_coord_index0).v) * uv_scale);
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glTexCoord2f(m_tex_coords.at(m_triangle_list[i].tex_coord_index1).u * uv_scale, (1.0f - m_tex_coords.at(m_triangle_list[i].tex_coord_index1).v) * uv_scale);
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// Vertex 2
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glVertex3f(
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@ -85,7 +88,7 @@ void Mesh::draw(float uv_scale)
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m_vertex_list.at(m_triangle_list[i].b).z);
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if (is_textured())
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glTexCoord2f(m_tex_coords.at(m_triangle_list[i].tex_coord_index1).u * uv_scale, (1.0f - m_tex_coords.at(m_triangle_list[i].tex_coord_index1).v) * uv_scale);
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glTexCoord2f(m_tex_coords.at(m_triangle_list[i].tex_coord_index2).u * uv_scale, (1.0f - m_tex_coords.at(m_triangle_list[i].tex_coord_index2).v) * uv_scale);
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// Vertex 3
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glVertex3f(
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@ -93,9 +96,6 @@ void Mesh::draw(float uv_scale)
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m_vertex_list.at(m_triangle_list[i].c).y,
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m_vertex_list.at(m_triangle_list[i].c).z);
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if (is_textured())
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glTexCoord2f(m_tex_coords.at(m_triangle_list[i].tex_coord_index2).u * uv_scale, (1.0f - m_tex_coords.at(m_triangle_list[i].tex_coord_index2).v) * uv_scale);
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glEnd();
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}
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}
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