Images, Canvases, Quads, and Fonts now have the same vertex winding order

This commit is contained in:
Alex Szpakowski
2013-11-10 19:57:13 -04:00
parent 5179ca5655
commit c8f5494900
2 changed files with 10 additions and 10 deletions
+8 -8
View File
@@ -376,22 +376,22 @@ Canvas::Canvas(int width, int height, TextureType texture_type)
// world coordinates
vertices[0].x = 0;
vertices[0].y = h;
vertices[1].x = 0;
vertices[1].y = 0;
vertices[1].x = w;
vertices[1].y = h;
vertices[2].x = w;
vertices[2].y = 0;
vertices[3].x = w;
vertices[3].y = h;
vertices[3].x = 0;
vertices[3].y = 0;
// texture coordinates
vertices[0].s = 0;
vertices[0].t = 0;
vertices[1].s = 0;
vertices[1].t = 1;
vertices[1].s = 1;
vertices[1].t = 0;
vertices[2].s = 1;
vertices[2].t = 1;
vertices[3].s = 1;
vertices[3].t = 0;
vertices[3].s = 0;
vertices[3].t = 1;
settings.filter = Image::getDefaultFilter();
+2 -2
View File
@@ -216,9 +216,9 @@ Font::Glyph *Font::addGlyph(uint32 glyph)
const GlyphVertex verts[4] = {
{ 0.0f, 0.0f, float(textureX)/float(textureWidth), float(textureY)/float(textureHeight)},
{float(w), 0.0f, float(textureX+w)/float(textureWidth), float(textureY)/float(textureHeight)},
{float(w), float(h), float(textureX+w)/float(textureWidth), float(textureY+h)/float(textureHeight)},
{ 0.0f, float(h), float(textureX)/float(textureWidth), float(textureY+h)/float(textureHeight)},
{float(w), float(h), float(textureX+w)/float(textureWidth), float(textureY+h)/float(textureHeight)},
{float(w), 0.0f, float(textureX+w)/float(textureWidth), float(textureY)/float(textureHeight)},
};
// copy vertex data to the glyph and set proper bearing