Using proper y rotation when building uvsphere triangles
parent
cd1130afd3
commit
a4c25644ca
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@ -543,8 +543,8 @@ void init_debug_meshes() {
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for (int j = 0; j < sector_count + 1; j++) {
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float theta = -M_PI + j * sector_step;
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float x = cos(theta) * cos(phi);
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float z = sin(theta) * cos(phi);
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// gLog ("idx: %d # phi: %f, theta %f, p = %f, %f, %f", vert_index, phi * 180 / M_PI, theta * 180 / M_PI, x, y, z);
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float z = -sin(theta) * cos(phi);
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// gLog ("idx: %d # phi: %f, theta %f, p = %f, %f, %f", vert_index, phi * 180 / M_PI, theta * 180 / M_PI, x, y, z);
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srvrtxdata* vertex = &uvsphere_vertices[vert_index++];
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vertex->x = x;
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@ -586,14 +586,14 @@ void init_debug_meshes() {
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for (int j = 0; j < sector_count; ++j, ++k1, ++k2) {
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if (i != 0) {
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uvsphere_indices[indices_index++] = k1;
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uvsphere_indices[indices_index++] = k2 + 1;
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uvsphere_indices[indices_index++] = k1 + 1;
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uvsphere_indices[indices_index++] = k2 + 1;
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}
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if (i != stack_count - 1) {
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uvsphere_indices[indices_index++] = k2 + 1;
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uvsphere_indices[indices_index++] = k1;
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uvsphere_indices[indices_index++] = k2;
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uvsphere_indices[indices_index++] = k1;
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}
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}
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}
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