Add texture coordinates to spheres
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@ -216,10 +216,12 @@ Mesh generateSphere(float sphereRadius, int slices, int layers) {
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vector<vec3> vertices;
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vector<vec3> vertices;
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vector<vec3> normals;
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vector<vec3> normals;
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vector<uint> indices;
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vector<uint> indices;
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vector<vec2> texcoords;
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vertices.reserve(3 * triangleCount);
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vertices.reserve(3 * triangleCount);
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normals.reserve(3 * triangleCount);
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normals.reserve(3 * triangleCount);
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indices.reserve(3 * triangleCount);
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indices.reserve(3 * triangleCount);
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texcoords.reserve(3 * triangleCount);
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// Slices require us to define a full revolution worth of triangles.
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// Slices require us to define a full revolution worth of triangles.
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// Layers only requires angle varying between the bottom and the top (a layer only covers half a circle worth of angles)
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// Layers only requires angle varying between the bottom and the top (a layer only covers half a circle worth of angles)
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@ -304,7 +306,14 @@ Mesh generateSphere(float sphereRadius, int slices, int layers) {
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indices.emplace_back(i + 3);
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indices.emplace_back(i + 3);
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indices.emplace_back(i + 4);
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indices.emplace_back(i + 4);
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indices.emplace_back(i + 5);
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indices.emplace_back(i + 5);
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texcoords.emplace_back( currentSliceAngleDegrees /360., currentAngleZDegrees /180. );
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texcoords.emplace_back( nextSliceAngleDegrees /360., currentAngleZDegrees /180. );
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texcoords.emplace_back( nextSliceAngleDegrees /360., nextAngleZDegrees /180. );
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texcoords.emplace_back( currentSliceAngleDegrees /360., currentAngleZDegrees /180. );
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texcoords.emplace_back( nextSliceAngleDegrees /360., nextAngleZDegrees /180. );
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texcoords.emplace_back( currentSliceAngleDegrees /360., nextAngleZDegrees /180. );
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i += 6;
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i += 6;
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}
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}
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}
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}
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@ -313,6 +322,7 @@ Mesh generateSphere(float sphereRadius, int slices, int layers) {
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mesh.vertices = vertices;
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mesh.vertices = vertices;
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mesh.normals = normals;
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mesh.normals = normals;
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mesh.indices = indices;
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mesh.indices = indices;
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mesh.textureCoordinates = texcoords;
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return mesh;
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return mesh;
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}
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}
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