removed texture bleeding fixes
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743a970595
commit
2f3c225e79
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@ -68,10 +68,10 @@ public class TextureTerrainMap implements IconRegister {
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this.maxV = (float)(originY + tw) / (float)map.height;
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this.maxV = (float)(originY + tw) / (float)map.height;
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this.originX_center = originX + 16;
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this.originX_center = originX + 16;
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this.originY_center = originY + 16;
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this.originY_center = originY + 16;
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this.minU_center = (float)(originX_center + 0.1f) / (float)map.width;
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this.minU_center = (float)(originX_center + 0.025f) / (float)map.width;
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this.minV_center = (float)(originY_center + 0.1f) / (float)map.height;
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this.minV_center = (float)(originY_center + 0.025f) / (float)map.height;
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this.maxU_center = (float)(originX_center + 16 - 0.1f) / (float)map.width;
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this.maxU_center = (float)(originX_center + 16 - 0.025f) / (float)map.width;
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this.maxV_center = (float)(originY_center + 16 - 0.1f) / (float)map.height;
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this.maxV_center = (float)(originY_center + 16 - 0.025f) / (float)map.height;
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}
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}
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@Override
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@Override
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@ -16,8 +16,8 @@ public class TexturedQuad {
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public TexturedQuad(PositionTextureVertex[] par1ArrayOfPositionTextureVertex, Vec3 normal, int par2, int par3, int par4, int par5, float par6, float par7) {
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public TexturedQuad(PositionTextureVertex[] par1ArrayOfPositionTextureVertex, Vec3 normal, int par2, int par3, int par4, int par5, float par6, float par7) {
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this(par1ArrayOfPositionTextureVertex);
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this(par1ArrayOfPositionTextureVertex);
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float var8 = 0.2F / par6;
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float var8 = 0.025F / par6;
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float var9 = 0.2F / par7;
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float var9 = 0.025F / par7;
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par1ArrayOfPositionTextureVertex[0] = par1ArrayOfPositionTextureVertex[0].setTexturePosition((float) par4 / par6 - var8, (float) par3 / par7 + var9);
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par1ArrayOfPositionTextureVertex[0] = par1ArrayOfPositionTextureVertex[0].setTexturePosition((float) par4 / par6 - var8, (float) par3 / par7 + var9);
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par1ArrayOfPositionTextureVertex[1] = par1ArrayOfPositionTextureVertex[1].setTexturePosition((float) par2 / par6 + var8, (float) par3 / par7 + var9);
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par1ArrayOfPositionTextureVertex[1] = par1ArrayOfPositionTextureVertex[1].setTexturePosition((float) par2 / par6 + var8, (float) par3 / par7 + var9);
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par1ArrayOfPositionTextureVertex[2] = par1ArrayOfPositionTextureVertex[2].setTexturePosition((float) par2 / par6 + var8, (float) par5 / par7 - var9);
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par1ArrayOfPositionTextureVertex[2] = par1ArrayOfPositionTextureVertex[2].setTexturePosition((float) par2 / par6 + var8, (float) par5 / par7 - var9);
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