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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
This commit is contained in:
10
src/models.c
10
src/models.c
@@ -1731,7 +1731,7 @@ static VertexData LoadOBJ(const char *fileName)
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int tcCounter = 0; // Used to count texcoords float by float
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int nCounter = 0; // Used to count normals float by float
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int vNum[3], vtNum[3], vnNum[3];
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int vNum[3], vtNum[3], vnNum[3]; // Used to store triangle indices for v, vt, vn
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rewind(objFile); // Return to the beginning of the file, to read again
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@@ -1803,14 +1803,16 @@ static VertexData LoadOBJ(const char *fileName)
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if (numTexCoords > 0)
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{
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// NOTE: If using negative texture coordinates with a texture filter of GL_CLAMP_TO_EDGE doesn't work!
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// NOTE: Texture coordinates are Y flipped upside-down
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vData.texcoords[tcCounter] = midTexCoords[vtNum[0]-1].x;
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vData.texcoords[tcCounter + 1] = -midTexCoords[vtNum[0]-1].y;
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vData.texcoords[tcCounter + 1] = 1.0f - midTexCoords[vtNum[0]-1].y;
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tcCounter += 2;
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vData.texcoords[tcCounter] = midTexCoords[vtNum[1]-1].x;
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vData.texcoords[tcCounter + 1] = -midTexCoords[vtNum[1]-1].y;
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vData.texcoords[tcCounter + 1] = 1.0f - midTexCoords[vtNum[1]-1].y;
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tcCounter += 2;
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vData.texcoords[tcCounter] = midTexCoords[vtNum[2]-1].x;
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vData.texcoords[tcCounter + 1] = -midTexCoords[vtNum[2]-1].y;
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vData.texcoords[tcCounter + 1] = 1.0f - midTexCoords[vtNum[2]-1].y;
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tcCounter += 2;
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}
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} break;
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11
src/rlgl.c
11
src/rlgl.c
@@ -1219,7 +1219,7 @@ void rlglClose(void)
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rlDeleteVertexArrays(postproQuad.mesh.vaoId);
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TraceLog(INFO, "[FBO %i] Unloaded postpro quad data", fbo);
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TraceLog(INFO, "[FBO %i] Unloaded postprocessing data", fbo);
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}
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free(draws);
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@@ -1780,8 +1780,17 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma
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// NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
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#if defined(GRAPHICS_API_OPENGL_ES2)
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// 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
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if (npotSupported)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
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}
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else
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{
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// NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis
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}
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#else
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
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