Flip the overlay sprites face around to show the non-mirrored side. Now sprites are rendered correctly (which should have happened in d4794b5474
).
This was SVN commit r16617.
This commit is contained in:
parent
7a70c475df
commit
0a44d24c96
BIN
binaries/data/mods/public/art/textures/ui/session/auras/heal.png
(Stored with Git LFS)
BIN
binaries/data/mods/public/art/textures/ui/session/auras/heal.png
(Stored with Git LFS)
Binary file not shown.
@ -117,8 +117,8 @@ StatusBars.prototype.AddAuraIcons = function(cmpOverlayRenderer, yoffset)
|
||||
{
|
||||
cmpOverlayRenderer.AddSprite(
|
||||
icon,
|
||||
{ "x": xoffset + iconSize/2, "y": yoffset + iconSize },
|
||||
{ "x": xoffset - iconSize/2, "y": yoffset },
|
||||
{ "x": xoffset + iconSize/2, "y": yoffset + iconSize },
|
||||
offset
|
||||
);
|
||||
xoffset += iconSize * 1.2;
|
||||
|
@ -607,7 +607,7 @@ void OverlayRenderer::RenderForegroundOverlays(const CCamera& viewCamera)
|
||||
shader = tech->GetShader();
|
||||
}
|
||||
|
||||
float uvs[8] = { 0,0, 1,0, 1,1, 0,1 };
|
||||
float uvs[8] = { 0,1, 1,1, 1,0, 0,0 };
|
||||
|
||||
if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
|
||||
shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, sizeof(float)*2, &uvs[0]);
|
||||
|
Loading…
Reference in New Issue
Block a user