fix texture coords to not be reflected on north & south walls

This commit is contained in:
Sean Barrett 2015-03-13 12:04:45 -07:00
parent c2ee843df3
commit 5a8064bad2

View File

@ -2,7 +2,7 @@
// //
// - compute full set of texture normals // - compute full set of texture normals
// - gather vertex lighting from slopes correctly // - gather vertex lighting from slopes correctly
// - support texture edge_clamp: explicitly mod texcoords by 1, use textureGrad to avoid // - better support texture edge_clamp: explicitly mod texcoords by 1, use textureGrad to avoid
// mipmap articats. Need to do compute texcoords in vertex shader, offset towards // mipmap articats. Need to do compute texcoords in vertex shader, offset towards
// center before modding, need 2 bits per vertex to know offset direction (is implicit // center before modding, need 2 bits per vertex to know offset direction (is implicit
// implicit for modes without vertex data) // implicit for modes without vertex data)
@ -22,14 +22,14 @@
// //
// It provides: // It provides:
// //
// 1. a compact vertex data format (20 bytes per quad) to // 1. a compact vertex data format (10-20 bytes per quad) to
// allow large view distances while still allowing a lot // allow large view distances while still allowing a lot
// per-voxel variety and per-game/app variation // per-voxel variety and per-game/app variation
// 2. conversion from voxel data structure to vertex mesh // 2. conversion from voxel data structure to vertex mesh
// 3. vertex & pixel shader // 3. vertex & pixel shader
// 4. assistance in setting up shader state // 4. assistance in setting up shader state
// 5. planned support for much more compact vertex data formats // 5. planned support for more compact vertex data formats
// (10, 6, and 4 bytes per quad) with more limited features. // (4-6 bytes per quad) with more limited features.
// //
// Although most of it is designed to be API-agnostic, the shaders // Although most of it is designed to be API-agnostic, the shaders
// are currently only in GLSL; the HLSL port will be along soon when // are currently only in GLSL; the HLSL port will be along soon when
@ -545,16 +545,16 @@ struct stbvox_mesh_maker
static float stbvox_default_texgen[2][32][3] = static float stbvox_default_texgen[2][32][3] =
{ {
{ { 0, 1,0 }, { 0, 0, 1 }, { 0,-1,0 }, { 0, 0,-1 }, { { 0, 1,0 }, { 0, 0, 1 }, { 0,-1,0 }, { 0, 0,-1 },
{ 1, 0,0 }, { 0, 0, 1 }, { -1, 0,0 }, { 0, 0,-1 },
{ 0,-1,0 }, { 0, 0, 1 }, { 0, 1,0 }, { 0, 0,-1 },
{ -1, 0,0 }, { 0, 0, 1 }, { 1, 0,0 }, { 0, 0,-1 }, { -1, 0,0 }, { 0, 0, 1 }, { 1, 0,0 }, { 0, 0,-1 },
{ 0,-1,0 }, { 0, 0, 1 }, { 0, 1,0 }, { 0, 0,-1 },
{ 1, 0,0 }, { 0, 0, 1 }, { -1, 0,0 }, { 0, 0,-1 },
{ 1, 0,0 }, { 0, 1, 0 }, { -1, 0,0 }, { 0,-1, 0 }, { 1, 0,0 }, { 0, 1, 0 }, { -1, 0,0 }, { 0,-1, 0 },
{ -1, 0,0 }, { 0,-1, 0 }, { 1, 0,0 }, { 0, 1, 0 }, { -1, 0,0 }, { 0,-1, 0 }, { 1, 0,0 }, { 0, 1, 0 },
}, },
{ { 0, 0,-1 }, { 0, 1,0 }, { 0, 0, 1 }, { 0,-1,0 }, { { 0, 0,-1 }, { 0, 1,0 }, { 0, 0, 1 }, { 0,-1,0 },
{ 0, 0,-1 }, { 1, 0,0 }, { 0, 0, 1 }, { -1, 0,0 },
{ 0, 0,-1 }, { 0,-1,0 }, { 0, 0, 1 }, { 0, 1,0 },
{ 0, 0,-1 }, { -1, 0,0 }, { 0, 0, 1 }, { 1, 0,0 }, { 0, 0,-1 }, { -1, 0,0 }, { 0, 0, 1 }, { 1, 0,0 },
{ 0, 0,-1 }, { 0,-1,0 }, { 0, 0, 1 }, { 0, 1,0 },
{ 0, 0,-1 }, { 1, 0,0 }, { 0, 0, 1 }, { -1, 0,0 },
{ 0,-1, 0 }, { 1, 0,0 }, { 0, 1, 0 }, { -1, 0,0 }, { 0,-1, 0 }, { 1, 0,0 }, { 0, 1, 0 }, { -1, 0,0 },
{ 0, 1, 0 }, { -1, 0,0 }, { 0,-1, 0 }, { 1, 0,0 }, { 0, 1, 0 }, { -1, 0,0 }, { 0,-1, 0 }, { 1, 0,0 },
}, },