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-e03cc46cb475master
parent
4a1a067709
commit
e1ed3d4a77
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@ -1227,7 +1227,7 @@ void COpenGLDriver::draw2DImage(const video::ITexture* texture,
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// now draw it.
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// now draw it.
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// texcoords need to be flipped horizontally for RTTs
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// texcoords need to be flipped horizontally for RTTs
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const bool isRTT = Material.getTexture(0) && Material.getTexture(0)->isRenderTarget();
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const bool isRTT = texture->isRenderTarget();
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const core::dimension2d<s32>& ss = texture->getOriginalSize();
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const core::dimension2d<s32>& ss = texture->getOriginalSize();
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const f32 invW = 1.f / static_cast<f32>(ss.Width);
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const f32 invW = 1.f / static_cast<f32>(ss.Width);
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const f32 invH = 1.f / static_cast<f32>(ss.Height);
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const f32 invH = 1.f / static_cast<f32>(ss.Height);
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@ -1272,7 +1272,7 @@ void COpenGLDriver::draw2DImage(const video::ITexture* texture, const core::rect
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return;
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return;
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// texcoords need to be flipped horizontally for RTTs
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// texcoords need to be flipped horizontally for RTTs
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const bool isRTT = Material.getTexture(0) && Material.getTexture(0)->isRenderTarget();
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const bool isRTT = texture->isRenderTarget();
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const core::dimension2d<s32>& ss = texture->getOriginalSize();
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const core::dimension2d<s32>& ss = texture->getOriginalSize();
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const f32 invW = 1.f / static_cast<f32>(ss.Width);
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const f32 invW = 1.f / static_cast<f32>(ss.Width);
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const f32 invH = 1.f / static_cast<f32>(ss.Height);
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const f32 invH = 1.f / static_cast<f32>(ss.Height);
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@ -1369,7 +1369,7 @@ void COpenGLDriver::draw2DImage(const video::ITexture* texture,
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const core::dimension2d<s32>& ss = texture->getOriginalSize();
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const core::dimension2d<s32>& ss = texture->getOriginalSize();
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core::position2d<s32> targetPos(pos);
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core::position2d<s32> targetPos(pos);
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// texcoords need to be flipped horizontally for RTTs
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// texcoords need to be flipped horizontally for RTTs
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const bool isRTT = Material.getTexture(0) && Material.getTexture(0)->isRenderTarget();
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const bool isRTT = texture->isRenderTarget();
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const f32 invW = 1.f / static_cast<f32>(ss.Width);
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const f32 invW = 1.f / static_cast<f32>(ss.Width);
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const f32 invH = 1.f / static_cast<f32>(ss.Height);
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const f32 invH = 1.f / static_cast<f32>(ss.Height);
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