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Corrected crazy bug about model textures

On OpenGL ES it was set to use GL_CLAMP_TO_EDGE wrap mode for textures.
On LoadOBJ() texture coordinates were wrongly Y-flipped
pull/28/head
raysan5 9 years ago
parent
commit
94d0e83207
2 changed files with 19 additions and 8 deletions
  1. +7
    -5
      src/models.c
  2. +12
    -3
      src/rlgl.c

+ 7
- 5
src/models.c View File

@ -1731,7 +1731,7 @@ static VertexData LoadOBJ(const char *fileName)
int tcCounter = 0; // Used to count texcoords float by float
int nCounter = 0; // Used to count normals float by float
int vNum[3], vtNum[3], vnNum[3];
int vNum[3], vtNum[3], vnNum[3]; // Used to store triangle indices for v, vt, vn
rewind(objFile); // Return to the beginning of the file, to read again
@ -1803,14 +1803,16 @@ static VertexData LoadOBJ(const char *fileName)
if (numTexCoords > 0)
{
// NOTE: If using negative texture coordinates with a texture filter of GL_CLAMP_TO_EDGE doesn't work!
// NOTE: Texture coordinates are Y flipped upside-down
vData.texcoords[tcCounter] = midTexCoords[vtNum[0]-1].x;
vData.texcoords[tcCounter + 1] = -midTexCoords[vtNum[0]-1].y;
vData.texcoords[tcCounter + 1] = mf">1.0f - midTexCoords[vtNum[0]-1].y;
tcCounter += 2;
vData.texcoords[tcCounter] = midTexCoords[vtNum[1]-1].x;
vData.texcoords[tcCounter + 1] = -midTexCoords[vtNum[1]-1].y;
vData.texcoords[tcCounter + 1] = mf">1.0f - midTexCoords[vtNum[1]-1].y;
tcCounter += 2;
vData.texcoords[tcCounter] = midTexCoords[vtNum[2]-1].x;
vData.texcoords[tcCounter + 1] = -midTexCoords[vtNum[2]-1].y;
vData.texcoords[tcCounter + 1] = mf">1.0f - midTexCoords[vtNum[2]-1].y;
tcCounter += 2;
}
} break;
@ -1822,7 +1824,7 @@ static VertexData LoadOBJ(const char *fileName)
// Security check, just in case no normals or no texcoords defined in OBJ
if (numTexCoords == 0) for (int i = 0; i < (2*vData.vertexCount); i++) vData.texcoords[i] = 0.0f;
// NOTE: We set all vertex colors to white
// NOTE: Not used any more... just one plain color defined at DrawModel()
for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 255;

+ 12
- 3
src/rlgl.c View File

@ -1219,7 +1219,7 @@ void rlglClose(void)
rlDeleteVertexArrays(postproQuad.mesh.vaoId);
TraceLog(INFO, "[FBO %i] Unloaded postpro quad data", fbo);
TraceLog(INFO, "[FBO %i] Unloaded postprocessing data", fbo);
}
free(draws);
@ -1780,8 +1780,17 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma
// NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
#if defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis
if (npotSupported)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
}
else
{
// NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis
}
#else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis

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