forked from 0ad/0ad
Fixed terrain texture orientation so shadows fall as expected.
This was SVN commit r3394.
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@ -381,7 +381,7 @@ void CPatchRData::BuildVertices()
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terrain->CalcPosition(ix,iz,vertices[v].m_Position);
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*(uint32_t*)&vertices[v].m_Color = 0; // will be set to the proper value in Update()
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vertices[v].m_UVs[0]=i*0.125f;
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vertices[v].m_UVs[1]=j*0.125f;
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vertices[v].m_UVs[1]=1 - j*0.125f;
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// calculate lighting into the separate m_LightingColors array, which will
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// be used to set the vertex colors in Update()
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