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https://github.com/ApfelTeeSaft/vb01.git
synced 2026-08-26 19:33:45 +00:00
fixed winding order
quick fixes
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@@ -15,7 +15,7 @@ namespace vb01{
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const int numHorQuads = numVertDiv + 1, numVertQuads = numHorDiv + 1;
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const int numTris = 2 * numHorQuads * numVertQuads, numVerts = 3 * numTris;
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Vector2 subQuadSize = Vector2(size.x / numHorQuads, size.z / numVertQuads);
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Vector2 subQuadSize = Vector2(size.x / numHorQuads, size.y / numVertQuads);
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MeshData::Vertex *vertices = new MeshData::Vertex[numVerts];
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@@ -24,12 +24,12 @@ namespace vb01{
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int id = i * 6 * numHorQuads + j * 6;
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Vector2 offset = Vector2(subQuadSize.x, subQuadSize.y);
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Vector3 faceVertPos[]{
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Vector3(-.5 * size.x + offset.x * j, 0, -.5 * size.z + offset.y * i),
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Vector3(-.5 * size.x + offset.x * (j + 1), 0, -.5 * size.z + offset.y * (i + 1)),
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Vector3(-.5 * size.x + offset.x * (j + 1), 0, -.5 * size.z + offset.y * i),
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Vector3(-.5 * size.x + offset.x * j, 0, -.5 * size.z + offset.y * i),
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Vector3(-.5 * size.x + offset.x * j, 0, -.5 * size.z + offset.y * (i + 1)),
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Vector3(-.5 * size.x + offset.x * (j + 1), 0, -.5 * size.z + offset.y * i)
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Vector3(-.5 * size.x + offset.x * j, 0, -.5 * size.y + offset.y * i),
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Vector3(-.5 * size.x + offset.x * (j + 1), 0, -.5 * size.y + offset.y * (i + 1)),
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Vector3(-.5 * size.x + offset.x * (j + 1), 0, -.5 * size.y + offset.y * i),
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Vector3(-.5 * size.x + offset.x * j, 0, -.5 * size.y + offset.y * i),
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Vector3(-.5 * size.x + offset.x * j, 0, -.5 * size.y + offset.y * (i + 1)),
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Vector3(-.5 * size.x + offset.x * (j + 1), 0, -.5 * size.y + offset.y * (i + 1))
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};
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Vector2 faceVertUv[]{
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Vector2(float(j) / numHorQuads, float(i) / numVertQuads),
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@@ -44,7 +44,7 @@ namespace vb01{
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if(!spatial){
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faceVertPos[k].y = -faceVertPos[k].z;
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faceVertPos[k].z = 0;
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faceVertPos[k] += Vector3(.5 * size.x, -.5 * size.y, 0);
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faceVertPos[k] += .5 * Vector3(size.x, size.y, 0);
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}
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MeshData::Vertex v;
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@@ -53,7 +53,7 @@ namespace vb01{
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v.tan = Vector3::VEC_I;
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v.norm = Vector3::VEC_J;
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v.biTan = Vector3::VEC_K;
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vertices[id + k];
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vertices[id + k] = v;
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}
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}
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}
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