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Fixed 3D non-sorted sprites mirroring
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288a413400
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ca578885a2
1 changed files with 8 additions and 1 deletions
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@ -243,7 +243,6 @@ namespace TEN::Renderer
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object.Centre = rDrawSprite.pos;
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object.Distance = distance;
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object.Sprite = &rDrawSprite;
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//object.World = GetWorldMatrixForSprite(&rDrawSprite, view);
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view.TransparentObjectsToDraw.push_back(object);
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}
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@ -363,21 +362,29 @@ namespace TEN::Renderer
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vertex0.UV = rDrawSprite.Sprite->UV[0];
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vertex0.Color = rDrawSprite.c1;
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ReflectVectorOptionally(vertex0.Position);
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auto vertex1 = Vertex{};
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vertex1.Position = rDrawSprite.vtx2;
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vertex1.UV = rDrawSprite.Sprite->UV[1];
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vertex1.Color = rDrawSprite.c2;
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ReflectVectorOptionally(vertex1.Position);
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auto vertex2 = Vertex{};
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vertex2.Position = rDrawSprite.vtx3;
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vertex2.UV = rDrawSprite.Sprite->UV[2];
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vertex2.Color = rDrawSprite.c3;
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ReflectVectorOptionally(vertex2.Position);
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auto vertex3 = Vertex{};
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vertex3.Position = rDrawSprite.vtx4;
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vertex3.UV = rDrawSprite.Sprite->UV[3];
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vertex3.Color = rDrawSprite.c4;
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ReflectVectorOptionally(vertex3.Position);
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_primitiveBatch->DrawTriangle(vertex0, vertex1, vertex3);
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_primitiveBatch->DrawTriangle(vertex1, vertex2, vertex3);
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