Fixed bug with texture coordinates in RenderImage after the sf::Rect modification
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1508 4e206d99-4929-0410-ac5d-dfc041789085
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@ -572,10 +572,10 @@ FloatRect Image::GetTexCoords(const IntRect& rect) const
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if (myPixelsFlipped)
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if (myPixelsFlipped)
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{
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{
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return FloatRect(rect.Left / width,
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return FloatRect( rect.Left / width,
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rect.Height / height,
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(rect.Top + rect.Height) / height,
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rect.Width / width,
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rect.Width / width,
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rect.Top / height);
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-rect.Height / height);
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}
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}
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else
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else
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{
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{
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@ -188,23 +188,25 @@ void Sprite::Render(RenderTarget&, Renderer& renderer) const
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// Check if the image is valid, and calculate the texture coordinates
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// Check if the image is valid, and calculate the texture coordinates
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FloatRect coords;
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FloatRect coords;
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if (myImage)
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if (myImage)
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{
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coords = myImage->GetTexCoords(mySubRect);
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coords = myImage->GetTexCoords(mySubRect);
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if (myIsFlippedX) coords.Width = -coords.Width;
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if (myIsFlippedY) coords.Height = -coords.Height;
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// Compute the texture coordinates
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}
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float left = coords.Left;
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float top = coords.Top;
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float right = coords.Left + coords.Width;
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float bottom = coords.Top + coords.Height;
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if (myIsFlippedX) std::swap(left, right);
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if (myIsFlippedY) std::swap(top, bottom);
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// Bind the texture
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// Bind the texture
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renderer.SetTexture(myImage);
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renderer.SetTexture(myImage);
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// Draw the sprite's geometry
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// Draw the sprite's geometry
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float right = coords.Left + coords.Width;
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float bottom = coords.Top + coords.Height;
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renderer.Begin(Renderer::TriangleStrip);
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renderer.Begin(Renderer::TriangleStrip);
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renderer.AddVertex(0, 0, coords.Left, coords.Top);
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renderer.AddVertex(0, 0, left, top);
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renderer.AddVertex(width, 0, right, coords.Top);
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renderer.AddVertex(width, 0, right, top);
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renderer.AddVertex(0, height, coords.Left, bottom);
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renderer.AddVertex(0, height, left, bottom);
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renderer.AddVertex(width, height, right, bottom);
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renderer.AddVertex(width, height, right, bottom);
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renderer.End();
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renderer.End();
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}
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}
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