Fix axis bug regression in Sprite3D
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e1856aaa92
commit
a4f2fea2ae
1 changed files with 7 additions and 4 deletions
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@ -397,7 +397,7 @@ SpriteBase3D::SpriteBase3D() {
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mesh = VisualServer::get_singleton()->mesh_create();
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mesh = VisualServer::get_singleton()->mesh_create();
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PoolVector2Array mesh_vertices;
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PoolVector3Array mesh_vertices;
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PoolVector3Array mesh_normals;
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PoolVector3Array mesh_normals;
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PoolRealArray mesh_tangents;
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PoolRealArray mesh_tangents;
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PoolColorArray mesh_colors;
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PoolColorArray mesh_colors;
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@ -418,7 +418,7 @@ SpriteBase3D::SpriteBase3D() {
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mesh_tangents.write()[i * 4 + 3] = 0.0;
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mesh_tangents.write()[i * 4 + 3] = 0.0;
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mesh_colors.write()[i] = Color(1.0, 1.0, 1.0, 1.0);
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mesh_colors.write()[i] = Color(1.0, 1.0, 1.0, 1.0);
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mesh_uvs.write()[i] = Vector2(0.0, 0.0);
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mesh_uvs.write()[i] = Vector2(0.0, 0.0);
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mesh_vertices.write()[i] = Vector2(0.0, 0.0);
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mesh_vertices.write()[i] = Vector3(0.0, 0.0, 0.0);
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}
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}
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Array mesh_array;
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Array mesh_array;
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@ -592,7 +592,9 @@ void Sprite3D::_draw() {
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 8);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 8);
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}
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}
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_VERTEX]], &vertices[i], sizeof(float) * 2);
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float v_vertex[3] = { vtx.x, vtx.y, vtx.z };
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_VERTEX]], &v_vertex, sizeof(float) * 3);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_NORMAL]], v_normal, 4);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_NORMAL]], v_normal, 4);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TANGENT]], v_tangent, 4);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TANGENT]], v_tangent, 4);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_COLOR]], v_color, 4);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_COLOR]], v_color, 4);
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@ -957,8 +959,9 @@ void AnimatedSprite3D::_draw() {
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float v_uv[2] = { uvs[i].x, uvs[i].y };
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float v_uv[2] = { uvs[i].x, uvs[i].y };
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 8);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 8);
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}
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}
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float v_vertex[3] = { vtx.x, vtx.y, vtx.z };
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_VERTEX]], &vertices[i], sizeof(float) * 2);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_VERTEX]], &v_vertex, sizeof(float) * 3);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_NORMAL]], v_normal, 4);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_NORMAL]], v_normal, 4);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TANGENT]], v_tangent, 4);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TANGENT]], v_tangent, 4);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_COLOR]], v_color, 4);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_COLOR]], v_color, 4);
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