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authorDan Goodliffe <dan@randomdan.homeip.net>2023-03-14 19:16:57 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2023-03-14 19:18:30 +0000
commit3fea21a2d8f2aa67fd212837fe7e09e4f29ad515 (patch)
tree2c7a212745ddda5d55caf0cfd3c85b2cb39c15b5 /assetFactory/factoryMesh.cpp
parentAdd postLoad support to persistence (diff)
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Support creating a super texture from fragments
Currently makes wild assumptions about vertices and doesn't actually populate the texture, it's just grey
Diffstat (limited to 'assetFactory/factoryMesh.cpp')
-rw-r--r--assetFactory/factoryMesh.cpp6
1 files changed, 2 insertions, 4 deletions
diff --git a/assetFactory/factoryMesh.cpp b/assetFactory/factoryMesh.cpp
index 1665b90..c47e80e 100644
--- a/assetFactory/factoryMesh.cpp
+++ b/assetFactory/factoryMesh.cpp
@@ -2,13 +2,10 @@
#include "collections.hpp"
#include "gfx/models/vertex.hpp"
#include "modelFactoryMesh.h"
-#include <glm/ext/matrix_transform.hpp>
Mesh::Ptr
FactoryMesh::createMesh() const
{
- constexpr glm::vec2 NullUV {};
-
ModelFactoryMesh mesh;
for (const auto & use : uses) {
use->createMesh(mesh, 1);
@@ -23,7 +20,8 @@ FactoryMesh::createMesh() const
const auto smooth = mesh.property(mesh.smoothFaceProperty, face);
const auto colour = mesh.color(face);
for (const auto & vertex : mesh.fv_range(face)) {
- vertices.emplace_back(mesh.point(vertex), NullUV,
+ const auto textureUV = mesh.texcoord2D(vertex);
+ vertices.emplace_back(mesh.point(vertex), textureUV,
smooth ? mesh.property(mesh.vertex_normals_pph(), vertex)
: mesh.property(mesh.face_normals_pph(), face),
colour);