Corrected 2 hopefully last behaviors in libvitaboy Renderer:

* The texture now blends the way it should (switched GL_CLAMP_TO_EDGE to GL_REPEAT)
 * The Shannon texture showed the face was being mirrored
This commit is contained in:
Fatbag 2012-02-05 22:00:17 -06:00
parent 1df1cf0244
commit c3e5da64f3
2 changed files with 3 additions and 3 deletions

View file

@ -44,8 +44,8 @@ int LoadGLTextures() // Load Bitmaps And Convert To Textures
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
return true; // Return Success
}

View file

@ -36,7 +36,7 @@ void ReadMesh(Mesh_t& Mesh){
printf("TextureVertexCount: %u\n", Mesh.TextureVertexCount);
Mesh.TextureVertexData = (TextureVertex_t*) malloc(Mesh.TextureVertexCount * sizeof(TextureVertex_t));
for(unsigned i=0; i<Mesh.TextureVertexCount; i++){
Mesh.TextureVertexData[i].u = VBFile.readfloat();
Mesh.TextureVertexData[i].u = 1 - VBFile.readfloat();
Mesh.TextureVertexData[i].v = 1 - VBFile.readfloat();
}