Merge pull request #180 from teodor-stoenescu/develop

Small fix for GenMeshCubicmap()
This commit is contained in:
Ray 2016-08-12 20:47:17 +02:00 committed by GitHub
commit c98b7eecd8

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