Reduce the height of tree UV coordinates to work around mipmap issues.

This commit is contained in:
Stuart Buchanan
2013-05-01 22:01:45 +01:00
parent 0fa23b83e6
commit 7c7109edf4

View File

@@ -135,11 +135,13 @@ Geometry* makeSharedTreeGeometry(int numQuads)
// space, as the texture has a number of different trees on
// it. Here we assign random coordinates and let the shader
// choose the variety.
// Height isn't quite 0.25 to allow for UV map bleeding when
// mipmaps are generated.
float variety = mt_rand(&seed);
t->push_back(Vec2(variety, 0.0f));
t->push_back(Vec2(variety + 1.0f, 0.0f));
t->push_back(Vec2(variety + 1.0f, 0.25f));
t->push_back(Vec2(variety, 0.25f));
t->push_back(Vec2(variety + 1.0f, 0.246f));
t->push_back(Vec2(variety, 0.246f));
}
Geometry* result = new Geometry;
result->setVertexArray(v);