forked from Mirrorlandia_minetest/minetest
Upright sprite objects: Horizontally flip the front image
For consistent horizontal sprite structure when seen from front and back Fix code style
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2cb0f649f4
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8a98cbda84
@ -839,21 +839,20 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr,
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setBillboardTextureMatrix(m_spritenode,
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txs, tys, 0, 0);
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}
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}
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else if(m_prop.visual == "upright_sprite") {
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} else if (m_prop.visual == "upright_sprite") {
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scene::SMesh *mesh = new scene::SMesh();
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double dx = BS * m_prop.visual_size.X / 2;
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double dy = BS * m_prop.visual_size.Y / 2;
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{ // Front
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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u8 li = m_last_light;
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video::SColor c(255, li, li, li);
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
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video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
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video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
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video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
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{ // Front
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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video::S3DVertex vertices[4] = {
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video::S3DVertex(-dx, -dy, 0, 0,0,0, c, 1,1),
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video::S3DVertex( dx, -dy, 0, 0,0,0, c, 0,1),
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video::S3DVertex( dx, dy, 0, 0,0,0, c, 0,0),
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video::S3DVertex(-dx, dy, 0, 0,0,0, c, 1,0),
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};
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u16 indices[] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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@ -868,10 +867,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr,
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}
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{ // Back
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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u8 li = m_last_light;
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video::SColor c(255,li,li,li);
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex vertices[4] = {
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video::S3DVertex( dx,-dy, 0, 0,0,0, c, 1,1),
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video::S3DVertex(-dx,-dy, 0, 0,0,0, c, 0,1),
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video::S3DVertex(-dx, dy, 0, 0,0,0, c, 0,0),
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