y-axis texture uvs working on greedy
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5d3b1bc175
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34131a56b1
2 changed files with 9 additions and 16 deletions
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@ -132,28 +132,21 @@ void AddVertex(xe::Model::Data& data, glm::vec3 Pos, glm::vec3 Nor, FMask Mask,
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void CreateQuad(xe::Model::Data& data, FMask Mask, glm::vec3 AxisMask, glm::vec3 V1, glm::vec3 V2, glm::vec3 V3, glm::vec3 V4, uint32_t width, uint32_t height) {
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const auto Normal = glm::vec3(AxisMask) * glm::vec3(Mask.normal);
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std::vector<glm::vec3> verticies = {V1, V2, V3, V4};
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std::vector<glm::vec3> verticies = {V4, V2, V3, V1};
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float uv[4][2];
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if (AxisMask[0] == 1) {
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uv[0][0] = width; uv[0][1] = height;
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uv[1][0] = 0; uv[1][1] = height;
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uv[2][0] = width; uv[2][1] = 0;
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uv[3][0] = 0; uv[3][1] = 0;
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} else {
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uv[0][0] = height; uv[0][1] = width;
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uv[0][0] = height; uv[0][1] = width;
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uv[1][0] = height; uv[1][1] = 0;
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uv[2][0] = 0; uv[2][1] = width;
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uv[3][0] = 0; uv[3][1] = 0;
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}
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AddVertex(data, verticies[0], Normal, Mask, AxisMask, uv[0]);
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AddVertex(data, verticies[2 + Mask.normal], Normal, Mask, AxisMask, uv[3]);
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AddVertex(data, verticies[2 - Mask.normal], Normal, Mask, AxisMask, uv[2]);
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AddVertex(data, verticies[3], Normal, Mask, AxisMask, uv[3]);
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AddVertex(data, verticies[1 - Mask.normal], Normal, Mask, AxisMask, uv[0]);
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AddVertex(data, verticies[1 + Mask.normal], Normal, Mask, AxisMask, uv[1]);
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AddVertex(data, verticies[0], Normal, Mask, AxisMask, uv[1]);
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AddVertex(data, verticies[2 + Mask.normal], Normal, Mask, AxisMask, uv[2]);
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AddVertex(data, verticies[2 - Mask.normal], Normal, Mask, AxisMask, uv[0]);
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AddVertex(data, verticies[3], Normal, Mask, AxisMask, uv[2]);
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AddVertex(data, verticies[1 - Mask.normal], Normal, Mask, AxisMask, uv[1]);
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AddVertex(data, verticies[1 + Mask.normal], Normal, Mask, AxisMask, uv[3]);
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}
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@ -13,7 +13,7 @@ SimpleRenderer::SimpleRenderer(xe::Engine &xeEngine, std::vector<xe::Image*> &im
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.addPushConstant(sizeof(PushConstant))
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.addUniformBinding(0, sizeof(UniformBuffer))
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.addTextureArrayBinding(1, images)
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.setCulling(false)
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.setCulling(true)
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.build();
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}
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