Using proper y rotation when building uvsphere triangles
parent
cd1130afd3
commit
a4c25644ca
|
@ -543,7 +543,7 @@ void init_debug_meshes() {
|
||||||
for (int j = 0; j < sector_count + 1; j++) {
|
for (int j = 0; j < sector_count + 1; j++) {
|
||||||
float theta = -M_PI + j * sector_step;
|
float theta = -M_PI + j * sector_step;
|
||||||
float x = cos(theta) * cos(phi);
|
float x = cos(theta) * cos(phi);
|
||||||
float z = sin(theta) * cos(phi);
|
float z = -sin(theta) * cos(phi);
|
||||||
// gLog ("idx: %d # phi: %f, theta %f, p = %f, %f, %f", vert_index, phi * 180 / M_PI, theta * 180 / M_PI, x, y, z);
|
// gLog ("idx: %d # phi: %f, theta %f, p = %f, %f, %f", vert_index, phi * 180 / M_PI, theta * 180 / M_PI, x, y, z);
|
||||||
|
|
||||||
srvrtxdata* vertex = &uvsphere_vertices[vert_index++];
|
srvrtxdata* vertex = &uvsphere_vertices[vert_index++];
|
||||||
|
@ -586,14 +586,14 @@ void init_debug_meshes() {
|
||||||
for (int j = 0; j < sector_count; ++j, ++k1, ++k2) {
|
for (int j = 0; j < sector_count; ++j, ++k1, ++k2) {
|
||||||
if (i != 0) {
|
if (i != 0) {
|
||||||
uvsphere_indices[indices_index++] = k1;
|
uvsphere_indices[indices_index++] = k1;
|
||||||
uvsphere_indices[indices_index++] = k2 + 1;
|
|
||||||
uvsphere_indices[indices_index++] = k1 + 1;
|
uvsphere_indices[indices_index++] = k1 + 1;
|
||||||
|
uvsphere_indices[indices_index++] = k2 + 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (i != stack_count - 1) {
|
if (i != stack_count - 1) {
|
||||||
uvsphere_indices[indices_index++] = k2 + 1;
|
uvsphere_indices[indices_index++] = k2 + 1;
|
||||||
uvsphere_indices[indices_index++] = k1;
|
|
||||||
uvsphere_indices[indices_index++] = k2;
|
uvsphere_indices[indices_index++] = k2;
|
||||||
|
uvsphere_indices[indices_index++] = k1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue