fixing wtf sprite alignment bug on SQUALL

This commit is contained in:
cecilkorik 2011-06-18 02:14:14 -06:00
parent ba7492dd28
commit 46e7856e19

View file

@ -184,10 +184,10 @@ class Texture(object):
def texcoords_subset(self, u, v):
tf = mgr.texture_ids[self.texid]
dest_x = float(self.x) / float(tf.w)
dest_w = (float(self.x + self.w) / float(tf.w)) - dest_x
dest_y = float(self.y) / float(tf.h)
dest_h = (float(self.y + self.h) / float(tf.h)) - dest_y
dest_x = (float(self.x)-0.0) / float(tf.w)
dest_w = ((float(self.x + self.w)+0.3) / float(tf.w)) - dest_x
dest_y = (float(self.y)-0.3) / float(tf.h)
dest_h = ((float(self.y + self.h)+0.0) / float(tf.h)) - dest_y
return (dest_x + (u * dest_w), dest_y + (v * dest_h))
def texcoords_direct(self, u, v):
@ -218,6 +218,7 @@ class Texture(object):
self.w = tf.w
self.h = tf.h
self.texcoords = self.texcoords_direct
self.texcoords = self.texcoords_subset
def bind(self):
glBindTexture(GL_TEXTURE_2D, self.texid)
@ -359,30 +360,6 @@ class RenderLayer(object):
self.mesh.draw(self.material.texcoords)
glPopMatrix()
class Sprite(object):
def __init__(self):
Model.__init__(self)
vl = [Vertex() for x in xrange(4)]
normal = vect(0.0, 0.0, 1.0)
white = (1.0, 1.0, 1.0)
for v in vl:
v.n = normal
v.c = white
tl, bl, tr, br = vl
tl.v = vect(-0.5, -0.5, 0.0); tl.t = (0.0, 0.0)
bl.v = vect(-0.5, 0.5, 0.0); bl.t = (0.0, 1.0)
tr.v = vect( 0.5, -0.5, 0.0); tr.t = (1.0, 0.0)
br.v = vect( 0.5, 0.5, 0.0); br.t = (1.0, 1.0)
self.corners = vl
self.vertexes = [tl, bl, tr, bl, tr, br]
def set_texture(self):
pass
def init():
global mgr