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Fix some isometric blocks top faces being drawn with the wrong texture coords. (Thanks 123DontMessWitMe)
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parent
2193038449
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2 changed files with 10 additions and 10 deletions
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@ -79,19 +79,19 @@ namespace ClassicalSharp {
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FastColour col = colNormal;
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float uOrigin = rec.U1, vOrigin = rec.V1;
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rec.U1 = uOrigin + minBB.Z * invElemSize;
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rec.U2 = uOrigin + maxBB.Z * invElemSize * 15.99f/16f;
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rec.V1 = vOrigin + minBB.X * invElemSize;
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rec.V2 = vOrigin + maxBB.X * invElemSize * 15.99f/16f;
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rec.U1 = uOrigin + minBB.X * invElemSize;
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rec.U2 = uOrigin + maxBB.X * invElemSize * 15.99f/16f;
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rec.V1 = vOrigin + minBB.Z * invElemSize;
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rec.V2 = vOrigin + maxBB.Z * invElemSize * 15.99f/16f;
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cache.vertices[index++] = new VertexPos3fTex2fCol4b( pos.X + Make( minBB.X ), pos.Y + y,
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pos.Z + Make( minBB.Z ), rec.U2, rec.V2, col );
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cache.vertices[index++] = new VertexPos3fTex2fCol4b( pos.X + Make( minBB.X ), pos.Y + y,
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pos.Z + Make( maxBB.Z ), rec.U1, rec.V2, col );
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cache.vertices[index++] = new VertexPos3fTex2fCol4b( pos.X + Make( maxBB.X ), pos.Y + y,
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pos.Z + Make( maxBB.Z ), rec.U1, rec.V1, col );
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pos.Z + Make( minBB.Z ), rec.U1, rec.V1, col );
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cache.vertices[index++] = new VertexPos3fTex2fCol4b( pos.X + Make( maxBB.X ), pos.Y + y,
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pos.Z + Make( minBB.Z ), rec.U2, rec.V1, col );
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cache.vertices[index++] = new VertexPos3fTex2fCol4b( pos.X + Make( maxBB.X ), pos.Y + y,
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pos.Z + Make( maxBB.Z ), rec.U2, rec.V2, col );
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cache.vertices[index++] = new VertexPos3fTex2fCol4b( pos.X + Make( minBB.X ), pos.Y + y,
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pos.Z + Make( maxBB.Z ), rec.U1, rec.V2, col );
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}
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static void ZQuad( byte block, float z, int side ) {
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@ -339,7 +339,7 @@ namespace ClassicalSharp {
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game.Animations.Dispose();
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DateTime lastModified = TextureCache.GetLastModifiedFromCache( url );
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if( url.EndsWith( ".zip" ) )
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if( url.Contains( ".zip" ) )
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game.AsyncDownloader.DownloadData( url, true, "texturePack", lastModified );
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else
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game.AsyncDownloader.DownloadImage( url, true, "terrain", lastModified );
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