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