WIP vertex calculation
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@@ -308,6 +308,39 @@ namespace PerfectWorld.UI.MiniMap
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{
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strIndex = string.Format("{0:D2}{1:D2}", idxCorner[i].y, idxCorner[i].x);
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pA3DTex = m_TexMap[strIndex];
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m_vertexMiniMap[i][0].tu = (float)(rcInter[i].xMin - rcCell[i].xMin) / fSide;
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m_vertexMiniMap[i][0].tv = (float)(rcInter[i].yMin - rcCell[i].yMin) / fSide;
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m_vertexMiniMap[i][1].tu = (float)(rcInter[i].xMax - rcCell[i].xMin) / fSide;
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m_vertexMiniMap[i][1].tv = (float)(rcInter[i].yMin - rcCell[i].yMin) / fSide;
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m_vertexMiniMap[i][2].tu = (float)(rcInter[i].xMin - rcCell[i].xMin) / fSide;
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m_vertexMiniMap[i][2].tv = (float)(rcInter[i].yMax - rcCell[i].yMin) / fSide;
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m_vertexMiniMap[i][3].tu = (float)(rcInter[i].xMax - rcCell[i].xMin) / fSide;
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m_vertexMiniMap[i][3].tv = (float)(rcInter[i].yMax - rcCell[i].yMin) / fSide;
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for( j = 0; j < 4; j++ )
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{
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m_vertexMiniMap[i][j].tu2 = (m_vertexMiniMap[i][j].x
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+ C.x - rcMiniMap.xMin) / (float)(W);
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m_vertexMiniMap[i][j].tv2 = (m_vertexMiniMap[i][j].y
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+ C.y - rcMiniMap.yMin) / (float)(H);
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// if( MODE_A == m_nMode )
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// {
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vecPos.x = m_vertexMiniMap[i][j].x;
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vecPos.y = m_vertexMiniMap[i][j].y;
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// vecPos = vecPos * m;
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// m_vertexMiniMap[i][j].x = vecPos.x + p->X;
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// m_vertexMiniMap[i][j].y = vecPos.y + p->Y;
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// }
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// else
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// {
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// m_vertexMiniMap[i][j].x += C.x + p->X;
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// m_vertexMiniMap[i][j].y += C.y + p->Y;
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// }
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m_vertexMiniMap[i][j].x -= 0.5f;
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m_vertexMiniMap[i][j].y -= 0.5f;
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}
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}
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}
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