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From: <axl...@us...> - 2009-06-14 21:53:51
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Revision: 337
http://hgengine.svn.sourceforge.net/hgengine/?rev=337&view=rev
Author: axlecrusher
Date: 2009-06-14 21:53:47 +0000 (Sun, 14 Jun 2009)
Log Message:
-----------
fix UV mapping so FBO works straight out of the buffer
Modified Paths:
--------------
Mercury2/src/FullscreenQuad.cpp
Mercury2/src/Quad.cpp
Modified: Mercury2/src/FullscreenQuad.cpp
===================================================================
--- Mercury2/src/FullscreenQuad.cpp 2009-06-14 20:32:37 UTC (rev 336)
+++ Mercury2/src/FullscreenQuad.cpp 2009-06-14 21:53:47 UTC (rev 337)
@@ -12,12 +12,6 @@
void FullscreenQuad::Render(const MercuryNode* node)
{
- //reverse texture mapping for
- glMatrixMode(GL_TEXTURE);
- glPushMatrix();
- glLoadIdentity();
- glRotatef(180,1,0,0);
-
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadMatrixf( m_matrix.Ptr() );
@@ -29,7 +23,6 @@
Quad::Render( node );
glPopMatrix();
- glMatrixMode(GL_TEXTURE); glPopMatrix();
glMatrixMode(GL_MODELVIEW); glPopMatrix();
}
Modified: Mercury2/src/Quad.cpp
===================================================================
--- Mercury2/src/Quad.cpp 2009-06-14 20:32:37 UTC (rev 336)
+++ Mercury2/src/Quad.cpp 2009-06-14 21:53:47 UTC (rev 337)
@@ -14,19 +14,21 @@
// float* buffer = m_vertexData.m_vertexData();
int i = 0;
- m_vertexData[i++] = 0; m_vertexData[i++] = 1;
+ //UV oriented so 0,0 is lower left and 1,0 upper right.
+ //this makes it so FBO images render correctly right out of the buffer, no flip needed
+ m_vertexData[i++] = 0; m_vertexData[i++] = 0;
m_vertexData[i++] = 0; m_vertexData[i++] = 0; m_vertexData[i++] = -1.0;
m_vertexData[i++] = -0.5; m_vertexData[i++] = -0.5; m_vertexData[i++] = 0.0;
- m_vertexData[i++] = 1; m_vertexData[i++] = 1;
+ m_vertexData[i++] = 1; m_vertexData[i++] = 0;
m_vertexData[i++] = 0; m_vertexData[i++] = 0; m_vertexData[i++] = -1.0;
m_vertexData[i++] = 0.5; m_vertexData[i++] = -0.5; m_vertexData[i++] = 0.0;
- m_vertexData[i++] = 1; m_vertexData[i++] = 0;
+ m_vertexData[i++] = 1; m_vertexData[i++] = 1;
m_vertexData[i++] = 0; m_vertexData[i++] = 0; m_vertexData[i++] = -1.0;
m_vertexData[i++] = 0.5; m_vertexData[i++] = 0.5; m_vertexData[i++] = 0.0;
- m_vertexData[i++] = 0; m_vertexData[i++] = 0;
+ m_vertexData[i++] = 0; m_vertexData[i++] = 1;
m_vertexData[i++] = 0; m_vertexData[i++] = 0; m_vertexData[i++] = -1.0;
m_vertexData[i++] = -0.5; m_vertexData[i++] = 0.5; m_vertexData[i++] = 0.0;
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