FIX: Consistent y flipping of texture coords
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66020b9b9a
commit
b3ad023729
@ -8,5 +8,5 @@ uniform mat4 transformationMatrix;
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void main(void) {
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gl_Position = transformationMatrix * vec4(position, 0.0, 1.0);
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textureCoords = vec2((position.x + 1.0)/ 2.0, 1 - (position.y + 1.0)/2.0);
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textureCoords = vec2((position.x + 1.0)/ 2.0, (position.y + 1.0)/2.0);
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}
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@ -82,7 +82,7 @@ void MinimapRenderer::prepareShader() {
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top = mapHeight * 0.5f * zoom;
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}
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glm::mat4 view = glm::lookAt(mapCenter + glm::vec3(0,50,0), mapCenter, glm::vec3(0,0,1));
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glm::mat4 view = glm::lookAt(mapCenter + glm::vec3(0,50,0), mapCenter, glm::vec3(0,0,-1));
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glm::mat4 proj = glm::ortho(left, right, bottom, top, -100.f, 100.f);
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minimapShader.loadViewProjectionMatrix(proj * view);
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@ -20,10 +20,10 @@ WorldSpriteRenderer::WorldSpriteRenderer(const glm::mat4& projectionMatrix) : pr
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};
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std::vector<float> uvs = {
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0.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 0.0f,
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1.0f, 1.0f
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0.0f, 0.0f,
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1.0f, 1.0f,
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1.0f, 0.0f
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};
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std::vector<int> indices = {
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@ -12,7 +12,7 @@
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Texture2D TextureLoader::loadTexture(const std::string &path) {
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Texture2D texture;
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stbi_set_flip_vertically_on_load(false);
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stbi_set_flip_vertically_on_load(true);
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texture.pixels = stbi_load(
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path.c_str(),
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