Adjust slope mesh UV mapping to keep textures straight
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b7d6386a7b
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@ -29,14 +29,14 @@ public class SlopeBaseMesh {
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.uv(0, 1f, 1f).uv(1, 1f, 0f).uv(2, 0f, 0f).uv(3, 0f, 1f)
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.uv(0, 1f, 1f).uv(1, 1f, 0f).uv(2, 0f, 0f).uv(3, 0f, 1f)
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.emit()
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.emit()
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.tag(TAG_LEFT)
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.tag(TAG_LEFT)
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.pos(0, 1f, 0f, 0f).pos(1, 1f, 1f, 1f).pos(2, 1f, 0f, 1f).pos(3, 1f, 0f, 1f)
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.pos(0, 1f, 0f, 0f).pos(1, 1f, 0.5f, 0.5f).pos(2, 1f, 1f, 1f).pos(3, 1f, 0f, 1f)
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.color(-1, -1, -1, -1)
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.color(-1, -1, -1, -1)
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.uv(0, 1f, 0f).uv(1, 0f, 0f).uv(2, 0f, 1f).uv(3, 1f, 1f)
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.uv(0, 1f, 1f).uv(1, 0.5f, 0.5f).uv(2, 0f, 0f).uv(3, 0f, 1f)
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.emit()
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.emit()
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.tag(TAG_RIGHT)
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.tag(TAG_RIGHT)
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.pos(0, 0f, 0f, 0f).pos(1, 0f, 0f, 0f).pos(2, 0f, 0f, 1f).pos(3, 0f, 1f, 1f)
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.pos(0, 0f, 0f, 0f).pos(1, 0f, 0f, 1f).pos(2, 0f, 1f, 1f).pos(3, 0f, 0.5f, 0.5f)
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.color(-1, -1, -1, -1)
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.color(-1, -1, -1, -1)
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.uv(0, 0f, 0f).uv(1, 0f, 1f).uv(2, 1f, 1f).uv(3, 1f, 0f)
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.uv(0, 0f, 1f).uv(1, 1f, 1f).uv(2, 1f, 0f).uv(3, 0.5f, 0.5f)
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.emit()
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.emit()
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.tag(TAG_BACK)
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.tag(TAG_BACK)
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.pos(0, 0f, 0f, 1f).pos(1, 1f, 0f, 1f).pos(2, 1f, 1f, 1f).pos(3, 0f, 1f, 1f)
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.pos(0, 0f, 0f, 1f).pos(1, 1f, 0f, 1f).pos(2, 1f, 1f, 1f).pos(3, 0f, 1f, 1f)
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