WS30: Correct texture coords for roads
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@ -1800,7 +1800,7 @@ void VPBTechnique::generateLineFeature(BufferData& buffer, Locator* masterLocato
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const osg::Vec3d d = end + spanwise * road._width * 0.5 + up;
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const osg::Vec3d d = end + spanwise * road._width * 0.5 + up;
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// Determine the x and y texture coordinates for the edges
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// Determine the x and y texture coordinates for the edges
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const float xTex = 0.5 * road._width / xsize;
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const float xTex = 1.0 / xsize;
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const float yTexA = yTexBaseA + (c-a).length() / ysize;
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const float yTexA = yTexBaseA + (c-a).length() / ysize;
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const float yTexB = yTexBaseB + (d-b).length() / ysize;
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const float yTexB = yTexBaseB + (d-b).length() / ysize;
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@ -1819,7 +1819,7 @@ void VPBTechnique::generateLineFeature(BufferData& buffer, Locator* masterLocato
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t->push_back(osg::Vec2d(xTex, yTexBaseB));
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t->push_back(osg::Vec2d(xTex, yTexBaseB));
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t->push_back(osg::Vec2d(xTex, yTexB));
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t->push_back(osg::Vec2d(xTex, yTexB));
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t->push_back(osg::Vec2d(0, yTexBaseA));
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t->push_back(osg::Vec2d(0, yTexA));
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// Normal is straight from the quad
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// Normal is straight from the quad
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osg::Vec3d normal = -(end-start)^spanwise;
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osg::Vec3d normal = -(end-start)^spanwise;
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