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