Corrected crazy bug about model textures

On OpenGL ES it was set to use GL_CLAMP_TO_EDGE wrap mode for textures.
On LoadOBJ() texture coordinates were wrongly Y-flipped
This commit is contained in:
raysan5 2015-09-02 20:36:05 +02:00
parent ab459bf418
commit 94d0e83207
2 changed files with 19 additions and 8 deletions

View file

@ -1731,7 +1731,7 @@ static VertexData LoadOBJ(const char *fileName)
int tcCounter = 0; // Used to count texcoords float by float
int nCounter = 0; // Used to count normals float by float
int vNum[3], vtNum[3], vnNum[3];
int vNum[3], vtNum[3], vnNum[3]; // Used to store triangle indices for v, vt, vn
rewind(objFile); // Return to the beginning of the file, to read again
@ -1803,14 +1803,16 @@ static VertexData LoadOBJ(const char *fileName)
if (numTexCoords > 0)
{
// NOTE: If using negative texture coordinates with a texture filter of GL_CLAMP_TO_EDGE doesn't work!
// NOTE: Texture coordinates are Y flipped upside-down
vData.texcoords[tcCounter] = midTexCoords[vtNum[0]-1].x;
vData.texcoords[tcCounter + 1] = -midTexCoords[vtNum[0]-1].y;
vData.texcoords[tcCounter + 1] = 1.0f - midTexCoords[vtNum[0]-1].y;
tcCounter += 2;
vData.texcoords[tcCounter] = midTexCoords[vtNum[1]-1].x;
vData.texcoords[tcCounter + 1] = -midTexCoords[vtNum[1]-1].y;
vData.texcoords[tcCounter + 1] = 1.0f - midTexCoords[vtNum[1]-1].y;
tcCounter += 2;
vData.texcoords[tcCounter] = midTexCoords[vtNum[2]-1].x;
vData.texcoords[tcCounter + 1] = -midTexCoords[vtNum[2]-1].y;
vData.texcoords[tcCounter + 1] = 1.0f - midTexCoords[vtNum[2]-1].y;
tcCounter += 2;
}
} break;
@ -1822,7 +1824,7 @@ static VertexData LoadOBJ(const char *fileName)
// Security check, just in case no normals or no texcoords defined in OBJ
if (numTexCoords == 0) for (int i = 0; i < (2*vData.vertexCount); i++) vData.texcoords[i] = 0.0f;
// NOTE: We set all vertex colors to white
// NOTE: Not used any more... just one plain color defined at DrawModel()
for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 255;