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; This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site. |