Swap width and depth for shader defined buildings

Previously the width was set as the x-axis and
depth for the y-axis when passed through to the
shader. This was incorrect, as the x-axis is actually
the depth of the building.
This commit is contained in:
Stuart Buchanan 2019-10-01 14:56:18 +01:00
parent 053bda26a4
commit 7464e17e22

View File

@ -349,7 +349,8 @@ struct AddBuildingLeafObject
osg::Vec3Array* rtex = static_cast<osg::Vec3Array*> (geom->getVertexAttribArray(BUILDING_RTEX0X_RTEX0Y_ATTR)); // (roof texture x offset, roof texture y offset, unused)
positions->push_back(building.position);
scale->push_back(osg::Vec3(building.width, building.depth, building.height));
// Depth is the x-axis, width is the y-axis
scale->push_back(osg::Vec3(building.depth, building.width, building.height));
rot->push_back(osg::Vec3(building.rotation, building.pitch_height, building.walltex0.x()));
tex->push_back(osg::Vec3(building.walltex0.y(), building.tex1.x(), building.tex1.y()));
rtex->push_back(osg::Vec3(building.rooftex0.x(), building.rooftex0.y(), 0.0f));