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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-02-22 01:09:37 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-02-22 01:09:37 +0000 |
commit | 72b8e6d0b1f9ceb1fc7bd87aa71aa0dd5a15322a (patch) | |
tree | 9646358ca8ef20df5eeeb579a5b8bffdf50cb00e /game/terrain.cpp | |
parent | Check ray intersects triangle 'in front' of start (diff) | |
download | ilt-72b8e6d0b1f9ceb1fc7bd87aa71aa0dd5a15322a.tar.bz2 ilt-72b8e6d0b1f9ceb1fc7bd87aa71aa0dd5a15322a.tar.xz ilt-72b8e6d0b1f9ceb1fc7bd87aa71aa0dd5a15322a.zip |
Fix calculation of texture coords of terrain
While we still use this...
Diffstat (limited to 'game/terrain.cpp')
-rw-r--r-- | game/terrain.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/game/terrain.cpp b/game/terrain.cpp index d2c8593..7f59b6c 100644 --- a/game/terrain.cpp +++ b/game/terrain.cpp @@ -34,7 +34,7 @@ Terrain::generateMeshes() [this, &vertexIndex](const GeoData::VertexHandle v) { vertexIndex.emplace(v, vertexIndex.size()); const auto p = geoData->point(v); - return Vertex {p, p / 10000, geoData->normal(v)}; + return Vertex {p, RelativePosition2D(p) / 10000.F, geoData->normal(v)}; }); std::for_each( geoData->faces_begin(), geoData->faces_end(), [this, &vertexIndex, &indices](const GeoData::FaceHandle f) { |