tf is math

This commit is contained in:
BenCat07 2018-04-01 14:45:54 +02:00
parent 216bdf9fd0
commit 0eb53f0d4d

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@ -163,28 +163,28 @@ void glez_rect_textured(float x, float y, float w, float h, glez_rgba_t color,
float t1 = (ty + th) / tex->height; float t1 = (ty + th) / tex->height;
vertices[0].position.x = x * cos(angle) - y * sin(angle); vertices[0].position.x = x * cos(angle) - y * sin(angle);
vertices[0].position.y = y * sin(angle) + y * cos(angle); vertices[0].position.y = x * sin(angle) + y * cos(angle);
vertices[0].tex_coords.x = s0; vertices[0].tex_coords.x = s0;
vertices[0].tex_coords.y = t1; vertices[0].tex_coords.y = t1;
vertices[0].color = color; vertices[0].color = color;
vertices[0].mode = DRAW_MODE_TEXTURED; vertices[0].mode = DRAW_MODE_TEXTURED;
vertices[1].position.x = x * cos(angle) - y * sin(angle); vertices[1].position.x = x * cos(angle) - y * sin(angle);
vertices[1].position.y = (y * sin(angle) + y * cos(angle)) + h; vertices[1].position.y = (x * sin(angle) + y * cos(angle)) + h;
vertices[1].tex_coords.x = s0; vertices[1].tex_coords.x = s0;
vertices[1].tex_coords.y = t0; vertices[1].tex_coords.y = t0;
vertices[1].color = color; vertices[1].color = color;
vertices[1].mode = DRAW_MODE_TEXTURED; vertices[1].mode = DRAW_MODE_TEXTURED;
vertices[2].position.x = (x * cos(angle) - y * sin(angle)) + w; vertices[2].position.x = (x * cos(angle) - y * sin(angle)) + w;
vertices[2].position.y = (y * sin(angle) + y * cos(angle)) + h; vertices[2].position.y = (x * sin(angle) + y * cos(angle)) + h;
vertices[2].tex_coords.x = s1; vertices[2].tex_coords.x = s1;
vertices[2].tex_coords.y = t0; vertices[2].tex_coords.y = t0;
vertices[2].color = color; vertices[2].color = color;
vertices[2].mode = DRAW_MODE_TEXTURED; vertices[2].mode = DRAW_MODE_TEXTURED;
vertices[3].position.x = (x * cos(angle) - y * sin(angle)) + w; vertices[3].position.x = (x * cos(angle) - y * sin(angle)) + w;
vertices[3].position.y = y * sin(angle) + y * cos(angle); vertices[3].position.y = x * sin(angle) + y * cos(angle);
vertices[3].tex_coords.x = s1; vertices[3].tex_coords.x = s1;
vertices[3].tex_coords.y = t1; vertices[3].tex_coords.y = t1;
vertices[3].color = color; vertices[3].color = color;