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forked from 0ad/0ad

Adjusted things to work with the new top-down orientation

This was SVN commit r1668.
This commit is contained in:
Ykkrosh 2005-01-07 14:10:14 +00:00
parent 8633123520
commit 37d2d83a9d
3 changed files with 11 additions and 12 deletions

View File

@ -459,9 +459,8 @@ void GUIRenderer::UpdateDrawCallCache(DrawCalls &Calls, CStr &SpriteName, CRect
// mapped onto (1,1)
TexCoords.left /= TexWidth;
TexCoords.right /= TexWidth;
// and flip it vertically, because of some confusion between coordinate systems
TexCoords.top /= -TexHeight;
TexCoords.bottom /= -TexHeight;
TexCoords.top /= TexHeight;
TexCoords.bottom /= TexHeight;
Call.m_TexCoords = TexCoords;
}

View File

@ -27,10 +27,10 @@ struct ogl_cursor {
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2i(0, 1); glVertex2i( x-hotspotx, y+hotspoty );
glTexCoord2i(1, 1); glVertex2i( x-hotspotx+w, y+hotspoty );
glTexCoord2i(1, 0); glVertex2i( x-hotspotx+w, y+hotspoty-h );
glTexCoord2i(0, 0); glVertex2i( x-hotspotx, y+hotspoty-h );
glTexCoord2i(0, 0); glVertex2i( x-hotspotx, y+hotspoty );
glTexCoord2i(1, 0); glVertex2i( x-hotspotx+w, y+hotspoty );
glTexCoord2i(1, 1); glVertex2i( x-hotspotx+w, y+hotspoty-h );
glTexCoord2i(0, 1); glVertex2i( x-hotspotx, y+hotspoty-h );
glEnd();
}
};
@ -160,7 +160,7 @@ static int Cursor_reload(Cursor* c, const char* name, Handle)
BITMAPINFOHEADER dibheader = {
sizeof(BITMAPINFOHEADER), // biSize
w, // biWidth
h, // biHeight (positive means bottom-up)
-h, // biHeight (positive means bottom-up)
1, // biPlanes
32, // biBitCount
BI_RGB, // biCompression

View File

@ -146,10 +146,10 @@ static int UniFont_reload(UniFont* f, const char* fn, Handle UNUSEDPARAM(h))
glNewList(f->ListBase+i, GL_COMPILE);
glBegin(GL_QUADS);
glTexCoord2f(u, v); glVertex2i(OffsetX, -OffsetY);
glTexCoord2f(u+w, v); glVertex2i(OffsetX+Width, -OffsetY);
glTexCoord2f(u+w, v-h); glVertex2i(OffsetX+Width, -OffsetY+Height);
glTexCoord2f(u, v-h); glVertex2i(OffsetX, -OffsetY+Height);
glTexCoord2f(u, -v); glVertex2i(OffsetX, -OffsetY);
glTexCoord2f(u+w, -v); glVertex2i(OffsetX+Width, -OffsetY);
glTexCoord2f(u+w, -v+h); glVertex2i(OffsetX+Width, -OffsetY+Height);
glTexCoord2f(u, -v+h); glVertex2i(OffsetX, -OffsetY+Height);
glEnd();
glTranslatef((GLfloat)Advance, 0, 0);
glEndList();