diff --git a/src/models.c b/src/models.c index 7f248aa2..42798483 100644 --- a/src/models.c +++ b/src/models.c @@ -920,8 +920,8 @@ static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize) Color *cubicmapPixels = GetImageData(cubicmap); - int mapWidth = cubicmap.width*(int)cubeSize.x; - int mapHeight = cubicmap.height*(int)cubeSize.z; + int mapWidth = cubicmap.width; + int mapHeight = cubicmap.height; // NOTE: Max possible number of triangles numCubes * (12 triangles by cube) int maxTriangles = cubicmap.width*cubicmap.height*12; @@ -961,19 +961,19 @@ static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize) RectangleF topTexUV = { 0.0f, 0.5f, 0.5f, 0.5f }; RectangleF bottomTexUV = { 0.5f, 0.5f, 0.5f, 0.5f }; - for (int z = 0; z < mapHeight; z += cubeSize.z) + for (int z = 0; z < mapHeight; ++z) { - for (int x = 0; x < mapWidth; x += cubeSize.x) + for (int x = 0; x < mapWidth; ++x) { // Define the 8 vertex of the cube, we will combine them accordingly later... - Vector3 v1 = { x - w/2, h2, z - h/2 }; - Vector3 v2 = { x - w/2, h2, z + h/2 }; - Vector3 v3 = { x + w/2, h2, z + h/2 }; - Vector3 v4 = { x + w/2, h2, z - h/2 }; - Vector3 v5 = { x + w/2, 0, z - h/2 }; - Vector3 v6 = { x - w/2, 0, z - h/2 }; - Vector3 v7 = { x - w/2, 0, z + h/2 }; - Vector3 v8 = { x + w/2, 0, z + h/2 }; + Vector3 v1 = { w * (x - .5f), h2, h * (z - .5f) }; + Vector3 v2 = { w * (x - .5f), h2, h * (z + .5f) }; + Vector3 v3 = { w * (x + .5f), h2, h * (z + .5f) }; + Vector3 v4 = { w * (x + .5f), h2, h * (z - .5f) }; + Vector3 v5 = { w * (x + .5f), 0, h * (z - .5f) }; + Vector3 v6 = { w * (x - .5f), 0, h * (z - .5f) }; + Vector3 v7 = { w * (x - .5f), 0, h * (z + .5f) }; + Vector3 v8 = { w * (x + .5f), 0, h * (z + .5f) }; // We check pixel color to be WHITE, we will full cubes if ((cubicmapPixels[z*cubicmap.width + x].r == 255) &&