fixed winding order

quick fixes
This commit is contained in:
devZoGok
2023-01-19 20:21:31 +02:00
parent d8a38f4ab5
commit 217fc53edd
+9 -9
View File
@@ -15,7 +15,7 @@ namespace vb01{
const int numHorQuads = numVertDiv + 1, numVertQuads = numHorDiv + 1;
const int numTris = 2 * numHorQuads * numVertQuads, numVerts = 3 * numTris;
Vector2 subQuadSize = Vector2(size.x / numHorQuads, size.z / numVertQuads);
Vector2 subQuadSize = Vector2(size.x / numHorQuads, size.y / numVertQuads);
MeshData::Vertex *vertices = new MeshData::Vertex[numVerts];
@@ -24,12 +24,12 @@ namespace vb01{
int id = i * 6 * numHorQuads + j * 6;
Vector2 offset = Vector2(subQuadSize.x, subQuadSize.y);
Vector3 faceVertPos[]{
Vector3(-.5 * size.x + offset.x * j, 0, -.5 * size.z + offset.y * i),
Vector3(-.5 * size.x + offset.x * (j + 1), 0, -.5 * size.z + offset.y * (i + 1)),
Vector3(-.5 * size.x + offset.x * (j + 1), 0, -.5 * size.z + offset.y * i),
Vector3(-.5 * size.x + offset.x * j, 0, -.5 * size.z + offset.y * i),
Vector3(-.5 * size.x + offset.x * j, 0, -.5 * size.z + offset.y * (i + 1)),
Vector3(-.5 * size.x + offset.x * (j + 1), 0, -.5 * size.z + offset.y * i)
Vector3(-.5 * size.x + offset.x * j, 0, -.5 * size.y + offset.y * i),
Vector3(-.5 * size.x + offset.x * (j + 1), 0, -.5 * size.y + offset.y * (i + 1)),
Vector3(-.5 * size.x + offset.x * (j + 1), 0, -.5 * size.y + offset.y * i),
Vector3(-.5 * size.x + offset.x * j, 0, -.5 * size.y + offset.y * i),
Vector3(-.5 * size.x + offset.x * j, 0, -.5 * size.y + offset.y * (i + 1)),
Vector3(-.5 * size.x + offset.x * (j + 1), 0, -.5 * size.y + offset.y * (i + 1))
};
Vector2 faceVertUv[]{
Vector2(float(j) / numHorQuads, float(i) / numVertQuads),
@@ -44,7 +44,7 @@ namespace vb01{
if(!spatial){
faceVertPos[k].y = -faceVertPos[k].z;
faceVertPos[k].z = 0;
faceVertPos[k] += Vector3(.5 * size.x, -.5 * size.y, 0);
faceVertPos[k] += .5 * Vector3(size.x, size.y, 0);
}
MeshData::Vertex v;
@@ -53,7 +53,7 @@ namespace vb01{
v.tan = Vector3::VEC_I;
v.norm = Vector3::VEC_J;
v.biTan = Vector3::VEC_K;
vertices[id + k];
vertices[id + k] = v;
}
}
}