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Fixed StaticSpriteBatch handling rotated sprites incorrectly
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04fab568f8
commit
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2 changed files with 29 additions and 8 deletions
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@ -49,6 +49,7 @@ Improvements
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Fixes
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Fixes
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- Fixed some end-of-line inconsistencies when using the Right text alignment
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- Fixed some end-of-line inconsistencies when using the Right text alignment
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- Fixed StaticSpriteBatch handling rotated sprites incorrectly
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Removals
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Removals
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- **Removed deprecated Misc versions of SoundEffectInfo and SoundEffectInstanceHandler**
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- **Removed deprecated Misc versions of SoundEffectInfo and SoundEffectInstanceHandler**
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@ -367,18 +367,38 @@ namespace MLEM.Graphics {
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private Item Add(Texture2D texture, Vector2 pos, Vector2 offset, Vector2 size, float sin, float cos, Color color, Vector2 texTl, Vector2 texBr, float depth) {
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private Item Add(Texture2D texture, Vector2 pos, Vector2 offset, Vector2 size, float sin, float cos, Color color, Vector2 texTl, Vector2 texBr, float depth) {
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return this.Add(texture, depth,
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return this.Add(texture, depth,
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new VertexPositionColorTexture(new Vector3(pos.X + offset.X * cos - offset.Y * sin, pos.Y + offset.X * sin + offset.Y * cos, depth), color, texTl),
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new VertexPositionColorTexture(new Vector3(
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new VertexPositionColorTexture(new Vector3(pos.X + (offset.X + size.X) * cos - offset.Y * sin, pos.Y + (offset.X + size.X) + offset.Y * cos, depth), color, new Vector2(texBr.X, texTl.Y)),
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pos.X + offset.X * cos - offset.Y * sin,
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new VertexPositionColorTexture(new Vector3(pos.X + offset.X * cos - (offset.Y + size.Y) * sin, pos.Y + offset.X * sin + (offset.Y + size.Y) * cos, depth), color, new Vector2(texTl.X, texBr.Y)),
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pos.Y + offset.X * sin + offset.Y * cos, depth),
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new VertexPositionColorTexture(new Vector3(pos.X + (offset.X + size.X) * cos - (offset.Y + size.Y) * sin, pos.Y + (offset.X + size.X) * sin + (offset.Y + size.Y) * cos, depth), color, texBr));
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color, texTl),
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new VertexPositionColorTexture(new Vector3(
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pos.X + (offset.X + size.X) * cos - offset.Y * sin,
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pos.Y + (offset.X + size.X) * sin + offset.Y * cos, depth),
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color, new Vector2(texBr.X, texTl.Y)),
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new VertexPositionColorTexture(new Vector3(
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pos.X + offset.X * cos - (offset.Y + size.Y) * sin,
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pos.Y + offset.X * sin + (offset.Y + size.Y) * cos, depth),
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color, new Vector2(texTl.X, texBr.Y)),
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new VertexPositionColorTexture(new Vector3(
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pos.X + (offset.X + size.X) * cos - (offset.Y + size.Y) * sin,
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pos.Y + (offset.X + size.X) * sin + (offset.Y + size.Y) * cos, depth),
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color, texBr));
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}
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}
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private Item Add(Texture2D texture, Vector2 pos, Vector2 size, Color color, Vector2 texTl, Vector2 texBr, float depth) {
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private Item Add(Texture2D texture, Vector2 pos, Vector2 size, Color color, Vector2 texTl, Vector2 texBr, float depth) {
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return this.Add(texture, depth,
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return this.Add(texture, depth,
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new VertexPositionColorTexture(new Vector3(pos, depth), color, texTl),
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new VertexPositionColorTexture(
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new VertexPositionColorTexture(new Vector3(pos.X + size.X, pos.Y, depth), color, new Vector2(texBr.X, texTl.Y)),
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new Vector3(pos, depth),
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new VertexPositionColorTexture(new Vector3(pos.X, pos.Y + size.Y, depth), color, new Vector2(texTl.X, texBr.Y)),
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color, texTl),
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new VertexPositionColorTexture(new Vector3(pos.X + size.X, pos.Y + size.Y, depth), color, texBr));
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new VertexPositionColorTexture(
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new Vector3(pos.X + size.X, pos.Y, depth),
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color, new Vector2(texBr.X, texTl.Y)),
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new VertexPositionColorTexture(
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new Vector3(pos.X, pos.Y + size.Y, depth),
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color, new Vector2(texTl.X, texBr.Y)),
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new VertexPositionColorTexture(
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new Vector3(pos.X + size.X, pos.Y + size.Y, depth),
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color, texBr));
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}
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}
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private Item Add(Texture2D texture, float depth, VertexPositionColorTexture tl, VertexPositionColorTexture tr, VertexPositionColorTexture bl, VertexPositionColorTexture br) {
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private Item Add(Texture2D texture, float depth, VertexPositionColorTexture tl, VertexPositionColorTexture tr, VertexPositionColorTexture bl, VertexPositionColorTexture br) {
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