From 3b24617c62b454845736f77afa5304f11d297162 Mon Sep 17 00:00:00 2001 From: Goodlyay Date: Thu, 2 Aug 2018 20:08:37 -0700 Subject: [PATCH] Fix skybox being mirrored in-game vs .png --- .../Rendering/Env/SkyboxRenderer.cs | 24 +++++++++---------- 1 file changed, 12 insertions(+), 12 deletions(-) diff --git a/ClassicalSharp/Rendering/Env/SkyboxRenderer.cs b/ClassicalSharp/Rendering/Env/SkyboxRenderer.cs index bc737b0f9..a9b3e806e 100644 --- a/ClassicalSharp/Rendering/Env/SkyboxRenderer.cs +++ b/ClassicalSharp/Rendering/Env/SkyboxRenderer.cs @@ -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);