Fix UV texture coords generation along Z Axis
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74ac8676e2
commit
aa47a028c8
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@ -354,12 +354,12 @@ void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D&
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}
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else if (axis * base_axis_z >= angle_epsilon) {
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FindMeshCenter(mesh, center, min, max);
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diffu = max.y - min.y;
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diffv = max.z - min.z;
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diffu = max.x - min.x;
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diffv = max.y - min.y;
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
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const aiVector3D& pos = mesh->mVertices[pnt];
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out[pnt].Set((pos.y - min.y) / diffu,(pos.x - min.x) / diffv,0.0);
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out[pnt].Set((pos.x - min.x) / diffu,(pos.y - min.y) / diffv,0.0);
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}
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}
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// slower code path in case the mapping axis is not one of the coordinate system axes
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