
Untitled
By: a guest on
Jul 20th, 2012 | syntax:
None | size: 1.61 KB | hits: 10 | expires: Never
Textured triangle strips - rows beyond first row gives garbled output
for (int row = 0; row < heightInTiles; row++) {
for (int col = 0; col < widthInTiles; col++) {
vertexIndexOffset += 8;
startX = (GLshort)(col * TEXTUREWIDTH);
startY = (GLshort)(row * TEXTUREHEIGHT);
// Vertices
vertices[vertexIndexOffset] = startX; // 1
vertices[vertexIndexOffset + 1] = startY; //0.0;
vertices[vertexIndexOffset + 2] = startX; // 2
vertices[vertexIndexOffset + 3] = startY + (GLshort)TEXTUREHEIGHT;
vertices[vertexIndexOffset + 4] = (GLshort)(startX + TEXTUREWIDTH); // 3
vertices[vertexIndexOffset + 5] = startY;
vertices[vertexIndexOffset + 6] = (GLshort)(startX + TEXTUREWIDTH); // 4
vertices[vertexIndexOffset + 7] = startY + (GLshort)TEXTUREHEIGHT;
// Texture coords
uvs[vertexIndexOffset] = WRESULT; // 1
uvs[vertexIndexOffset + 1] = 0;
uvs[vertexIndexOffset + 2] = WRESULT; // 2
uvs[vertexIndexOffset + 3] = HRESULTNEXT;
uvs[vertexIndexOffset + 4] = WRESULTNEXT; // 3
uvs[vertexIndexOffset + 5] = 0;
uvs[vertexIndexOffset + 6] = WRESULTNEXT; // 4
uvs[vertexIndexOffset + 7] = HRESULTNEXT;
}
}
2----------4/6----------8
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1----------3/5----------7
6-----------8
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2/5--------4/7
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1-----------3