for (int y = 0; y < sidelength; ++y) {
for (int x = 0; x < sidelength; ++x, ++index) {
float tex = ts[TileAt(surface, x, y).type].texture;
- const float tex_u_begin = surface < 3 ? 1.0f : 0.0f;
- const float tex_u_end = surface < 3 ? 0.0f : 1.0f;
+ const float tex_v_begin = surface < 3 ? 1.0f : 0.0f;
+ const float tex_v_end = surface < 3 ? 0.0f : 1.0f;
attrib[4 * index + 0].position[(surface + 0) % 3] = x + 0 - offset;
attrib[4 * index + 0].position[(surface + 1) % 3] = y + 0 - offset;
attrib[4 * index + 0].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
- attrib[4 * index + 0].tex_coord[0] = tex_u_begin;
- attrib[4 * index + 0].tex_coord[1] = 1.0f;
+ attrib[4 * index + 0].tex_coord[0] = 0.0f;
+ attrib[4 * index + 0].tex_coord[1] = tex_v_begin;
attrib[4 * index + 0].tex_coord[2] = tex;
attrib[4 * index + 1].position[(surface + 0) % 3] = x + 0 - offset;
attrib[4 * index + 1].position[(surface + 1) % 3] = y + 1 - offset;
attrib[4 * index + 1].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
- attrib[4 * index + 1].tex_coord[0] = tex_u_end;
- attrib[4 * index + 1].tex_coord[1] = 1.0f;
+ attrib[4 * index + 1].tex_coord[0] = 0.0f;
+ attrib[4 * index + 1].tex_coord[1] = tex_v_end;
attrib[4 * index + 1].tex_coord[2] = tex;
attrib[4 * index + 2].position[(surface + 0) % 3] = x + 1 - offset;
attrib[4 * index + 2].position[(surface + 1) % 3] = y + 0 - offset;
attrib[4 * index + 2].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
- attrib[4 * index + 2].tex_coord[0] = tex_u_begin;
- attrib[4 * index + 2].tex_coord[1] = 0.0f;
+ attrib[4 * index + 2].tex_coord[0] = 1.0f;
+ attrib[4 * index + 2].tex_coord[1] = tex_v_begin;
attrib[4 * index + 2].tex_coord[2] = tex;
attrib[4 * index + 3].position[(surface + 0) % 3] = x + 1 - offset;
attrib[4 * index + 3].position[(surface + 1) % 3] = y + 1 - offset;
attrib[4 * index + 3].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
- attrib[4 * index + 3].tex_coord[0] = tex_u_end;
- attrib[4 * index + 3].tex_coord[1] = 0.0f;
+ attrib[4 * index + 3].tex_coord[0] = 1.0f;
+ attrib[4 * index + 3].tex_coord[1] = tex_v_end;
attrib[4 * index + 3].tex_coord[2] = tex;
}
}