Flip the Y texture coordinate when loading the OBJ model
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@@ -94,7 +94,7 @@ internal FragmentResult phong_shader_fragment(void *shader,
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V3f norm;
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if (model->normal) {
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u64 nm_x = data->tex_coords.u * model->normal->width;
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u64 nm_y = (1.0f - data->tex_coords.v) * model->normal->height;
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u64 nm_y = data->tex_coords.v * model->normal->height;
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Colour pixel = get_pixel(Colour, model->normal, nm_x, nm_y);
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hnorm = (V4f){
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@@ -118,7 +118,7 @@ internal FragmentResult phong_shader_fragment(void *shader,
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Colour output;
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if (model->texture) {
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u64 tx_x = data->tex_coords.u * model->texture->width;
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u64 tx_y = (1.0f - data->tex_coords.v) * model->texture->height;
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u64 tx_y = data->tex_coords.v * model->texture->height;
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output = get_pixel(Colour, model->texture, tx_x, tx_y);
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} else {
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output = *colour;
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