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authorDan Goodliffe <dan@randomdan.homeip.net>2023-03-18 02:44:00 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2023-03-18 02:44:00 +0000
commit51f0f60bd24a3d7ed77cf713f846bc49c2f1aed5 (patch)
treeb4b7acb17274e1753a002956bcddebb691c40762 /assetFactory/style.cpp
parentUse indices instead of triangulation (diff)
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Use halfedge for texture coordinates
More unique than vertex as it is also per face, allowing for a different texture on adjacent faces
Diffstat (limited to 'assetFactory/style.cpp')
-rw-r--r--assetFactory/style.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/assetFactory/style.cpp b/assetFactory/style.cpp
index 8aecc71..d1d4adc 100644
--- a/assetFactory/style.cpp
+++ b/assetFactory/style.cpp
@@ -30,8 +30,8 @@ Style::applyStyle(
auto coords = mf->getTextureCoords(texture);
auto coord = coords.begin();
// Wild assumption that face is a quad and the texture should apply linearly
- for (const auto & vh : mesh.fv_range(face)) {
- mesh.set_texcoord2D(vh, *coord++);
+ for (const auto & heh : mesh.fh_range(face)) {
+ mesh.set_texcoord2D(heh, *coord++);
}
}
}