hack to fix odd sprite particle horizontal flip
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7817e63037
commit
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@ -327,11 +327,20 @@ add_from_node(const NodePath &node_path, bool size_from_texels, bool resize) {
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} else {
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const LVecBase2f &uv = texcoord.get_data2f();
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/*
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min_uv[0] = min(min_uv[0], uv[0]);
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max_uv[0] = max(max_uv[0], uv[0]);
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min_uv[1] = min(min_uv[1], uv[1]);
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max_uv[1] = max(max_uv[1], uv[1]);
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*/
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// For some reason sprite particles are rendering flipped in the horizontal direction.
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// This is a hack to fix it for now.
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min_uv[0] = max(min_uv[0], uv[0]);
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max_uv[0] = min(max_uv[0], uv[0]);
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min_uv[1] = min(min_uv[1], uv[1]);
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max_uv[1] = max(max_uv[1], uv[1]);
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}
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}
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}
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@ -381,7 +390,7 @@ add_from_node(const NodePath &node_path, bool size_from_texels, bool resize) {
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}
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}
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}
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}
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}
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if (got_vertex) {
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float width = max_xyz[0] - min_xyz[0];
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@ -393,7 +402,6 @@ add_from_node(const NodePath &node_path, bool size_from_texels, bool resize) {
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// number of texels in the source image.
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float y_texels = _anims[0]->get_frame(0)->get_y_size() * fabs(_anims[0]->get_ur(0)[1] - _anims[0]->get_ll(0)[1]);
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set_size(y_texels * width / height, y_texels);
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} else {
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// If size_from_texels is false, we get the particle size from
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// the size of the polygon.
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