From 0e320c6cf0016bc237c340e0202cf918c7008f9c Mon Sep 17 00:00:00 2001 From: UnknownShadow200 Date: Mon, 29 Feb 2016 19:11:56 +1100 Subject: [PATCH] Quick fix for one face being mirrored the wrong way around for sprites. --- ClassicalSharp/Map/ChunkMeshBuilderTex2Col4.cs | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/ClassicalSharp/Map/ChunkMeshBuilderTex2Col4.cs b/ClassicalSharp/Map/ChunkMeshBuilderTex2Col4.cs index 9006f86ec..f256fe993 100644 --- a/ClassicalSharp/Map/ChunkMeshBuilderTex2Col4.cs +++ b/ClassicalSharp/Map/ChunkMeshBuilderTex2Col4.cs @@ -288,16 +288,16 @@ namespace ClassicalSharp { FastColour col = fullBright ? FastColour.White : (Y > map.heightmap[(Z * width) + X] ? map.Sunlight : map.Shadowlight); // Draw Z axis - part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 2.50f/16, Y, Z + 2.5f/16, u1, v2, col ); - part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 2.50f/16, Y + blockHeight, Z + 2.5f/16, u1, v1, col ); - part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 13.5f/16, Y + blockHeight, Z + 13.5f/16, u2, v1, col ); - part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 13.5f/16, Y, Z + 13.5f/16, u2, v2, col ); + part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 2.50f/16, Y, Z + 2.5f/16, u2, v2, col ); + part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 2.50f/16, Y + blockHeight, Z + 2.5f/16, u2, v1, col ); + part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 13.5f/16, Y + blockHeight, Z + 13.5f/16, u1, v1, col ); + part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 13.5f/16, Y, Z + 13.5f/16, u1, v2, col ); // Draw Z axis mirrored - part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 13.5f/16, Y, Z + 13.5f/16, u1, v2, col ); - part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 13.5f/16, Y + blockHeight, Z + 13.5f/16, u1, v1, col ); - part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 2.50f/16, Y + blockHeight, Z + 2.5f/16, u2, v1, col ); - part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 2.50f/16, Y, Z + 2.5f/16, u2, v2, col ); + part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 13.5f/16, Y, Z + 13.5f/16, u2, v2, col ); + part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 13.5f/16, Y + blockHeight, Z + 13.5f/16, u2, v1, col ); + part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 2.50f/16, Y + blockHeight, Z + 2.5f/16, u1, v1, col ); + part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 2.50f/16, Y, Z + 2.5f/16, u1, v2, col ); // Draw X axis part.vertices[part.spriteIndex++] = new VertexPos3fTex2fCol4b( X + 2.50f/16, Y, Z + 13.5f/16, u2, v2, col );