Fixed texture flip X issue (patch taken from main repo)
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4033f06cfb
commit
393dc41cc7
1 changed files with 12 additions and 6 deletions
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@ -2401,7 +2401,7 @@ void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float sc
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// Draw a part of a texture (defined by a rectangle)
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void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint)
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{
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Rectangle destRec = { position.x, position.y, sourceRec.width, (float)fabs(sourceRec.height) };
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Rectangle destRec = { position.x, position.y, (float)fabs(sourceRec.width), (float)fabs(sourceRec.height) };
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Vector2 origin = { 0.0f, 0.0f };
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DrawTexturePro(texture, sourceRec, destRec, origin, 0.0f, tint);
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@ -2417,7 +2417,9 @@ void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, V
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float width = (float)texture.width;
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float height = (float)texture.height;
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if (sourceRec.width < 0) sourceRec.x -= sourceRec.width;
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bool flipX = false;
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if (sourceRec.width < 0) { flipX = true; sourceRec.width *= -1; }
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if (sourceRec.height < 0) sourceRec.y -= sourceRec.height;
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rlEnableTexture(texture.id);
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@ -2432,19 +2434,23 @@ void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, V
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
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// Bottom-left corner for texture and quad
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rlTexCoord2f(sourceRec.x/width, sourceRec.y/height);
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if (flipX) rlTexCoord2f((sourceRec.x + sourceRec.width)/width, sourceRec.y/height);
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else rlTexCoord2f(sourceRec.x/width, sourceRec.y/height);
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rlVertex2f(0.0f, 0.0f);
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// Bottom-right corner for texture and quad
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rlTexCoord2f(sourceRec.x/width, (sourceRec.y + sourceRec.height)/height);
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if (flipX) rlTexCoord2f((sourceRec.x + sourceRec.width)/width, (sourceRec.y + sourceRec.height)/height);
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else rlTexCoord2f(sourceRec.x/width, (sourceRec.y + sourceRec.height)/height);
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rlVertex2f(0.0f, destRec.height);
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// Top-right corner for texture and quad
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rlTexCoord2f((sourceRec.x + sourceRec.width)/width, (sourceRec.y + sourceRec.height)/height);
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if (flipX) rlTexCoord2f(sourceRec.x/width, (sourceRec.y + sourceRec.height)/height);
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else rlTexCoord2f((sourceRec.x + sourceRec.width)/width, (sourceRec.y + sourceRec.height)/height);
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rlVertex2f(destRec.width, destRec.height);
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// Top-left corner for texture and quad
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rlTexCoord2f((sourceRec.x + sourceRec.width)/width, sourceRec.y/height);
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if (flipX) rlTexCoord2f(sourceRec.x/width, sourceRec.y/height);
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else rlTexCoord2f((sourceRec.x + sourceRec.width)/width, sourceRec.y/height);
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rlVertex2f(destRec.width, 0.0f);
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rlEnd();
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rlPopMatrix();
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