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https://github.com/XProger/OpenLara.git
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fix touch controls rendering
This commit is contained in:
12
src/mesh.h
12
src/mesh.h
@@ -500,9 +500,9 @@ struct MeshBuilder {
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addQuad(indices, iCount, vCount, vStartCommon, vertices, &whiteSprite, false, false);
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addQuad(indices, iCount, vCount, vStartCommon, vertices, &whiteSprite, false, false);
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vertices[vCount + 0].coord = short4( -32767, 32767, 0, 1 );
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vertices[vCount + 0].coord = short4( -32767, 32767, 0, 1 );
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vertices[vCount + 1].coord = short4( 32767, 32767, 1, 1 );
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vertices[vCount + 1].coord = short4( 32767, 32767, 0, 1 );
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vertices[vCount + 2].coord = short4( 32767, -32767, 1, 0 );
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vertices[vCount + 2].coord = short4( 32767, -32767, 0, 1 );
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vertices[vCount + 3].coord = short4( -32767, -32767, 0, 0 );
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vertices[vCount + 3].coord = short4( -32767, -32767, 0, 1 );
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vertices[vCount + 0].texCoord = short4( 0, 32767, 0, 0 );
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vertices[vCount + 0].texCoord = short4( 0, 32767, 0, 0 );
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vertices[vCount + 1].texCoord = short4( 32767, 32767, 0, 0 );
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vertices[vCount + 1].texCoord = short4( 32767, 32767, 0, 0 );
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@@ -528,7 +528,7 @@ struct MeshBuilder {
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for (int i = 0; i < CIRCLE_SEGS; i++) {
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for (int i = 0; i < CIRCLE_SEGS; i++) {
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Vertex &v = vertices[vCount + i];
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Vertex &v = vertices[vCount + i];
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pos.rotate(cs);
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pos.rotate(cs);
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v.coord = short4( short(pos.x), short(pos.y), 0, 0 );
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v.coord = short4( short(pos.x), short(pos.y), 0, 1 );
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v.normal = short4( 0, 0, 0, 32767 );
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v.normal = short4( 0, 0, 0, 32767 );
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v.texCoord = short4( whiteSprite.texCoordAtlas[0].x, whiteSprite.texCoordAtlas[0].y, 32767, 32767 );
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v.texCoord = short4( whiteSprite.texCoordAtlas[0].x, whiteSprite.texCoordAtlas[0].y, 32767, 32767 );
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v.color = ubyte4( 255, 255, 255, 255 );
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v.color = ubyte4( 255, 255, 255, 255 );
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@@ -539,7 +539,7 @@ struct MeshBuilder {
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indices[iCount++] = baseIdx + CIRCLE_SEGS;
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indices[iCount++] = baseIdx + CIRCLE_SEGS;
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}
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}
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vertices[vCount + CIRCLE_SEGS] = vertices[vCount];
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vertices[vCount + CIRCLE_SEGS] = vertices[vCount];
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vertices[vCount + CIRCLE_SEGS].coord = short4( 0, 0, 0, 0 );
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vertices[vCount + CIRCLE_SEGS].coord = short4( 0, 0, 0, 1 );
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vCount += CIRCLE_SEGS + 1;
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vCount += CIRCLE_SEGS + 1;
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// box
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// box
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@@ -570,7 +570,7 @@ struct MeshBuilder {
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baseIdx = vCount - vStartCommon;
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baseIdx = vCount - vStartCommon;
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for (int16 j = -PLANE_DETAIL; j <= PLANE_DETAIL; j++)
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for (int16 j = -PLANE_DETAIL; j <= PLANE_DETAIL; j++)
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for (int16 i = -PLANE_DETAIL; i <= PLANE_DETAIL; i++) {
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for (int16 i = -PLANE_DETAIL; i <= PLANE_DETAIL; i++) {
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vertices[vCount++].coord = short4( i, j, 0, 0 );
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vertices[vCount++].coord = short4( i, j, 0, 1 );
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if (j < PLANE_DETAIL && i < PLANE_DETAIL) {
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if (j < PLANE_DETAIL && i < PLANE_DETAIL) {
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int idx = baseIdx + (j + PLANE_DETAIL) * (PLANE_DETAIL * 2 + 1) + i + PLANE_DETAIL;
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int idx = baseIdx + (j + PLANE_DETAIL) * (PLANE_DETAIL * 2 + 1) + i + PLANE_DETAIL;
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indices[iCount + 0] = idx + PLANE_DETAIL * 2 + 1;
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indices[iCount + 0] = idx + PLANE_DETAIL * 2 + 1;
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