Fix skybox being mirrored in-game vs .png

This commit is contained in:
Goodlyay 2018-08-02 20:08:37 -07:00
parent f904c054f5
commit 3b24617c62

View File

@ -102,39 +102,39 @@ namespace ClassicalSharp.Renderers {
VertexP3fT2fC4b v; v.Col = game.World.Env.CloudsCol;
// Render the front quad
v.X = pos; v.Y = -pos; v.Z = -pos; v.U = 0.25f; v.V = 1.00f; *vertices = v; vertices++;
v.X = -pos; v.U = 0.50f; *vertices = v; vertices++;
v.X = -pos; v.Y = -pos; v.Z = -pos; v.U = 0.25f; v.V = 1.00f; *vertices = v; vertices++;
v.X = pos; v.U = 0.50f; *vertices = v; vertices++;
v.Y = pos; v.V = 0.50f; *vertices = v; vertices++;
v.X = pos; v.U = 0.25f; *vertices = v; vertices++;
v.X = -pos; v.U = 0.25f; *vertices = v; vertices++;
// Render the left quad
v.X = pos; v.Y = -pos; v.Z = pos; v.U = 0.00f; v.V = 1.00f; *vertices = v; vertices++;
v.X = -pos; v.Y = -pos; v.Z = pos; v.U = 0.00f; v.V = 1.00f; *vertices = v; vertices++;
v.Z = -pos; v.U = 0.25f; *vertices = v; vertices++;
v.Y = pos; v.V = 0.50f; *vertices = v; vertices++;
v.Z = pos; v.U = 0.00f; *vertices = v; vertices++;
// Render the back quad
v.X = -pos; v.Y = -pos; v.Z = pos; v.U = 0.75f; v.V = 1.00f; *vertices = v; vertices++;
v.X = pos; v.U = 1.00f; *vertices = v; vertices++;
v.X = pos; v.Y = -pos; v.Z = pos; v.U = 0.75f; v.V = 1.00f; *vertices = v; vertices++;
v.X = -pos; v.U = 1.00f; *vertices = v; vertices++;
v.Y = pos; v.V = 0.50f; *vertices = v; vertices++;
v.X = -pos; v.U = 0.75f; *vertices = v; vertices++;
v.X = pos; v.U = 0.75f; *vertices = v; vertices++;
// Render the right quad
v.X = -pos; v.Y = -pos; v.Z = -pos; v.U = 0.50f; v.V = 1.00f; *vertices = v; vertices++;
v.X = pos; v.Y = -pos; v.Z = -pos; v.U = 0.50f; v.V = 1.00f; *vertices = v; vertices++;
v.Z = pos; v.U = 0.75f; *vertices = v; vertices++;
v.Y = pos; v.V = 0.50f; *vertices = v; vertices++;
v.Z = -pos; v.U = 0.50f; *vertices = v; vertices++;
// Render the top quad
v.X = -pos; v.Y = pos; v.Z = -pos; *vertices = v; vertices++;
v.X = pos; v.Y = pos; v.Z = -pos; *vertices = v; vertices++;
v.Z = pos; v.V = 0.00f; *vertices = v; vertices++;
v.X = pos; v.U = 0.25f; *vertices = v; vertices++;
v.X = -pos; v.U = 0.25f; *vertices = v; vertices++;
v.Z = -pos; v.V = 0.50f; *vertices = v; vertices++;
// Render the bottom quad
v.X = -pos; v.Y = -pos; v.Z = -pos; v.U = 0.75f; *vertices = v; vertices++;
v.X = pos; v.Y = -pos; v.Z = -pos; v.U = 0.75f; *vertices = v; vertices++;
v.Z = pos; v.V = 0.00f; *vertices = v; vertices++;
v.X = pos; v.U = 0.50f; *vertices = v; vertices++;
v.X = -pos; v.U = 0.50f; *vertices = v; vertices++;
v.Z = -pos; v.V = 0.50f; *vertices = v; vertices++;
vb = game.Graphics.CreateVb(start, VertexFormat.P3fT2fC4b, count);