From aa47a028c83c01b831e720163155109c11b279f5 Mon Sep 17 00:00:00 2001 From: Jennifer Buehler Date: Mon, 23 Sep 2019 11:22:20 +0200 Subject: [PATCH] Fix UV texture coords generation along Z Axis --- code/PostProcessing/ComputeUVMappingProcess.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/code/PostProcessing/ComputeUVMappingProcess.cpp b/code/PostProcessing/ComputeUVMappingProcess.cpp index bb571a551..df4d44337 100644 --- a/code/PostProcessing/ComputeUVMappingProcess.cpp +++ b/code/PostProcessing/ComputeUVMappingProcess.cpp @@ -354,12 +354,12 @@ void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D& } else if (axis * base_axis_z >= angle_epsilon) { FindMeshCenter(mesh, center, min, max); - diffu = max.y - min.y; - diffv = max.z - min.z; + diffu = max.x - min.x; + diffv = max.y - min.y; for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) { const aiVector3D& pos = mesh->mVertices[pnt]; - out[pnt].Set((pos.y - min.y) / diffu,(pos.x - min.x) / diffv,0.0); + out[pnt].Set((pos.x - min.x) / diffu,(pos.y - min.y) / diffv,0.0); } } // slower code path in case the mapping axis is not one of the coordinate system axes