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Corrected issue with texture flip X

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Ray пре 5 година
родитељ
комит
0eece03205
1 измењених фајлова са 13 додато и 7 уклоњено
  1. +13
    -7
      src/textures.c

+ 13
- 7
src/textures.c Прегледај датотеку

@ -2573,7 +2573,7 @@ void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float sc
// Draw a part of a texture (defined by a rectangle)
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint)
{
Rectangle destRec = { position.x, position.y, sourceRec.width, (float)fabs(sourceRec.height) };
Rectangle destRec = { position.x, position.y, p">(float)fabs(sourceRec.width), (float)fabs(sourceRec.height) };
Vector2 origin = { 0.0f, 0.0f };
DrawTexturePro(texture, sourceRec, destRec, origin, 0.0f, tint);
@ -2599,8 +2599,10 @@ void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, V
{
float width = (float)texture.width;
float height = (float)texture.height;
if (sourceRec.width < 0) sourceRec.x -= sourceRec.width;
bool flipX = false;
if (sourceRec.width < 0) { flipX = true; sourceRec.width *= -1; }
if (sourceRec.height < 0) sourceRec.y -= sourceRec.height;
rlEnableTexture(texture.id);
@ -2615,19 +2617,23 @@ void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, V
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
// Bottom-left corner for texture and quad
rlTexCoord2f(sourceRec.x/width, sourceRec.y/height);
if (flipX) rlTexCoord2f((sourceRec.x + sourceRec.width)/width, sourceRec.y/height);
else rlTexCoord2f(sourceRec.x/width, sourceRec.y/height);
rlVertex2f(0.0f, 0.0f);
// Bottom-right corner for texture and quad
rlTexCoord2f(sourceRec.x/width, (sourceRec.y + sourceRec.height)/height);
if (flipX) rlTexCoord2f((sourceRec.x + sourceRec.width)/width, (sourceRec.y + sourceRec.height)/height);
else rlTexCoord2f(sourceRec.x/width, (sourceRec.y + sourceRec.height)/height);
rlVertex2f(0.0f, destRec.height);
// Top-right corner for texture and quad
rlTexCoord2f((sourceRec.x + sourceRec.width)/width, (sourceRec.y + sourceRec.height)/height);
if (flipX) rlTexCoord2f(sourceRec.x/width, (sourceRec.y + sourceRec.height)/height);
else rlTexCoord2f((sourceRec.x + sourceRec.width)/width, (sourceRec.y + sourceRec.height)/height);
rlVertex2f(destRec.width, destRec.height);
// Top-left corner for texture and quad
rlTexCoord2f((sourceRec.x + sourceRec.width)/width, sourceRec.y/height);
if (flipX) rlTexCoord2f(sourceRec.x/width, sourceRec.y/height);
else rlTexCoord2f((sourceRec.x + sourceRec.width)/width, sourceRec.y/height);
rlVertex2f(destRec.width, 0.0f);
rlEnd();
rlPopMatrix();

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