fix vertical uv mapping

This commit is contained in:
MihailRis 2025-01-12 22:53:08 +03:00
parent b4456fdb51
commit fa6e2e1b1d
2 changed files with 13 additions and 13 deletions

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Width:  |  Height:  |  Size: 347 KiB

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Width:  |  Height:  |  Size: 344 KiB

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@ -41,7 +41,7 @@ int PrecipitationRenderer::getHeightAt(int x, int z) {
void PrecipitationRenderer::render(const Camera& camera, float delta) {
timer += delta * 1.0f;
timer += delta * 1.6f;
batch->begin();
int x = glm::floor(camera.position.x);
@ -67,7 +67,7 @@ void PrecipitationRenderer::render(const Camera& camera, float delta) {
for (int lz = -depth; lz < 0; lz++) {
glm::vec3 pos {
x + lx + 0.5f,
glm::max(y - 3, getHeightAt(x + lx, z + lz)) + 21,
glm::max(y - 20, getHeightAt(x + lx, z + lz)) + 21,
z + lz + 0.5f};
batch->quad(
pos,
@ -78,9 +78,9 @@ void PrecipitationRenderer::render(const Camera& camera, float delta) {
glm::vec3(1.0f),
UVRegion(
(lx + x) * scale + timer * horizontal,
timer + (z + lz) * k,
timer + y * scale + (z + lz) * k,
(lx + x + 1) * scale + timer * horizontal,
timer + 40 * scale + (z + lz) * k
timer + (40 + y) * scale + (z + lz) * k
)
);
}
@ -89,7 +89,7 @@ void PrecipitationRenderer::render(const Camera& camera, float delta) {
for (int lz = depth; lz > 0; lz--) {
glm::vec3 pos {
x + lx + 0.5f,
glm::max(y - 3, getHeightAt(x + lx, z + lz)) + 21,
glm::max(y - 20, getHeightAt(x + lx, z + lz)) + 21,
z + lz + 0.5f};
batch->quad(
pos,
@ -100,9 +100,9 @@ void PrecipitationRenderer::render(const Camera& camera, float delta) {
glm::vec3(1.0f),
UVRegion(
(lx + x) * scale + timer * horizontal,
timer + (z + lz) * k,
timer + y * scale + (z + lz) * k,
(lx + x + 1) * scale + timer * horizontal,
timer + 40 * scale + (z + lz) * k
timer + (40 + y) * scale + (z + lz) * k
)
);
}
@ -111,7 +111,7 @@ void PrecipitationRenderer::render(const Camera& camera, float delta) {
for (int lx = -depth; lx < 0; lx++) {
glm::vec3 pos {
x + lx + 0.5f,
glm::max(y - 3, getHeightAt(x + lx, z + lz)) + 21,
glm::max(y - 20, getHeightAt(x + lx, z + lz)) + 21,
z + lz + 0.5f};
batch->quad(
pos,
@ -122,9 +122,9 @@ void PrecipitationRenderer::render(const Camera& camera, float delta) {
glm::vec3(1.0f),
UVRegion(
(lz + z) * scale + timer * horizontal,
timer + (x + lx) * k,
timer + y * scale + (x + lx) * k,
(lz + z + 1) * scale + timer * horizontal,
timer + 40 * scale + (x + lx) * k
timer + (40 + y) * scale + (x + lx) * k
)
);
}
@ -133,7 +133,7 @@ void PrecipitationRenderer::render(const Camera& camera, float delta) {
for (int lx = depth; lx > 0; lx--) {
glm::vec3 pos {
x + lx + 0.5f,
glm::max(y - 3, getHeightAt(x + lx, z + lz)) + 21,
glm::max(y - 20, getHeightAt(x + lx, z + lz)) + 21,
z + lz + 0.5f};
batch->quad(
pos,
@ -144,9 +144,9 @@ void PrecipitationRenderer::render(const Camera& camera, float delta) {
glm::vec3(1.0f),
UVRegion(
(lz + z) * scale + timer * horizontal,
timer + (x + lx) * k,
timer + y * scale + (x + lx) * k,
(lz + z + 1) * scale + timer * horizontal,
timer + 40 * scale + (x + lx) * k
timer + (40 + y) * scale + (x + lx) * k
)
);
}