Fixed the image flip for draw2DImage in OpenGL driver as suggested by omaremad.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1578 dfc29bdd-3216-0410-991c-e03cc46cb475
master
hybrid 2008-09-22 19:24:22 +00:00
parent 4a1a067709
commit e1ed3d4a77
1 changed files with 3 additions and 3 deletions

View File

@ -1227,7 +1227,7 @@ void COpenGLDriver::draw2DImage(const video::ITexture* texture,
// now draw it. // now draw it.
// texcoords need to be flipped horizontally for RTTs // texcoords need to be flipped horizontally for RTTs
const bool isRTT = Material.getTexture(0) && Material.getTexture(0)->isRenderTarget(); const bool isRTT = texture->isRenderTarget();
const core::dimension2d<s32>& ss = texture->getOriginalSize(); const core::dimension2d<s32>& ss = texture->getOriginalSize();
const f32 invW = 1.f / static_cast<f32>(ss.Width); const f32 invW = 1.f / static_cast<f32>(ss.Width);
const f32 invH = 1.f / static_cast<f32>(ss.Height); const f32 invH = 1.f / static_cast<f32>(ss.Height);
@ -1272,7 +1272,7 @@ void COpenGLDriver::draw2DImage(const video::ITexture* texture, const core::rect
return; return;
// texcoords need to be flipped horizontally for RTTs // texcoords need to be flipped horizontally for RTTs
const bool isRTT = Material.getTexture(0) && Material.getTexture(0)->isRenderTarget(); const bool isRTT = texture->isRenderTarget();
const core::dimension2d<s32>& ss = texture->getOriginalSize(); const core::dimension2d<s32>& ss = texture->getOriginalSize();
const f32 invW = 1.f / static_cast<f32>(ss.Width); const f32 invW = 1.f / static_cast<f32>(ss.Width);
const f32 invH = 1.f / static_cast<f32>(ss.Height); const f32 invH = 1.f / static_cast<f32>(ss.Height);
@ -1369,7 +1369,7 @@ void COpenGLDriver::draw2DImage(const video::ITexture* texture,
const core::dimension2d<s32>& ss = texture->getOriginalSize(); const core::dimension2d<s32>& ss = texture->getOriginalSize();
core::position2d<s32> targetPos(pos); core::position2d<s32> targetPos(pos);
// texcoords need to be flipped horizontally for RTTs // texcoords need to be flipped horizontally for RTTs
const bool isRTT = Material.getTexture(0) && Material.getTexture(0)->isRenderTarget(); const bool isRTT = texture->isRenderTarget();
const f32 invW = 1.f / static_cast<f32>(ss.Width); const f32 invW = 1.f / static_cast<f32>(ss.Width);
const f32 invH = 1.f / static_cast<f32>(ss.Height); const f32 invH = 1.f / static_cast<f32>(ss.Height);