Inventory blocks render fix
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163fdd2e37
@ -106,6 +106,7 @@ void AssetsLoader::addDefaults(AssetsLoader& loader) {
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loader.add(ASSET_SHADER, "res/ui", "ui");
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loader.add(ASSET_ATLAS, "res/block.png", "block");
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loader.add(ASSET_TEXTURE, "res/block.png", "block_tex");
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loader.add(ASSET_TEXTURE, "res/slot.png", "slot");
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loader.add(ASSET_FONT, "res/font", "normal");
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@ -138,7 +138,7 @@ void HudRenderer::drawDebug(int fps, bool occlusion){
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}
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void HudRenderer::drawInventory(Player* player) {
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Texture* blocks = assets->getTexture("block");
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Texture* blocks = assets->getTexture("block_tex");
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uint size = 48;
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uint step = 64;
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uint inv_cols = 10;
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@ -229,7 +229,7 @@ void HudRenderer::draw(){
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uishader->uniformMatrix("u_projview", uicamera->getProjection()*uicamera->getView());
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// Chosen block preview
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Texture* blocks = assets->getTexture("block");
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Texture* blocks = assets->getTexture("block_tex");
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batch->texture(nullptr);
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batch->color = vec4(1.0f);
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@ -301,8 +301,9 @@ void Batch2D::blockSprite(float x, float y, float w, float h, int atlasRes, int
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float vu = 1.0f - ((index[3] / atlasRes) * scale) - scale;
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float uf = (index[0] % atlasRes) * scale;
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float vf = 1.0f - ((index[0] / atlasRes) * scale) - scale;
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// if (this->index + 18*VERTEX_SIZE >= capacity)
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// render();
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if (this->index + 18*VERTEX_SIZE >= capacity)
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render();
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float ar = 0.88f;
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float ox = x + (w * 0.5f);
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@ -292,7 +292,7 @@ vec4 BlocksRenderer::pickSoftLight(int x, int y, int z, ivec3 right, ivec3 up) c
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// Get texture atlas UV region for block face
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inline UVRegion uvfor(const Block& def, uint face, int atlas_size) {
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float uvsize = 1.0f / (float)atlas_size;
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float us = 0.0097;
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float us = 0.0097; // TODO: replace with correct calculations (including 0.36)
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const uint id = def.textureFaces[face];
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float u = (id % atlas_size) * uvsize;
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float v = 1.0f - (id / atlas_size + 1) * uvsize;
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