Avoid UV bleeding issues on trees by using a strip of textures.

This commit is contained in:
Stuart Buchanan
2013-05-10 20:03:48 +01:00
parent c96d7ae226
commit d18cc81531

View File

@@ -135,13 +135,11 @@ 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, 0.246f));
t->push_back(Vec2(variety, 0.246f));
t->push_back(Vec2(variety + 1.0f, 1.0f));
t->push_back(Vec2(variety, 1.0f));
}
Geometry* result = new Geometry;
result->setVertexArray(v);