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-rw-r--r--src/models.c24
1 files changed, 12 insertions, 12 deletions
diff --git a/src/models.c b/src/models.c
index 7f248aa2..42798483 100644
--- a/src/models.c
+++ b/src/models.c
@@ -920,8 +920,8 @@ static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
Color *cubicmapPixels = GetImageData(cubicmap);
- int mapWidth = cubicmap.width*(int)cubeSize.x;
- int mapHeight = cubicmap.height*(int)cubeSize.z;
+ int mapWidth = cubicmap.width;
+ int mapHeight = cubicmap.height;
// NOTE: Max possible number of triangles numCubes * (12 triangles by cube)
int maxTriangles = cubicmap.width*cubicmap.height*12;
@@ -961,19 +961,19 @@ static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
RectangleF topTexUV = { 0.0f, 0.5f, 0.5f, 0.5f };
RectangleF bottomTexUV = { 0.5f, 0.5f, 0.5f, 0.5f };
- for (int z = 0; z < mapHeight; z += cubeSize.z)
+ for (int z = 0; z < mapHeight; ++z)
{
- for (int x = 0; x < mapWidth; x += cubeSize.x)
+ for (int x = 0; x < mapWidth; ++x)
{
// Define the 8 vertex of the cube, we will combine them accordingly later...
- Vector3 v1 = { x - w/2, h2, z - h/2 };
- Vector3 v2 = { x - w/2, h2, z + h/2 };
- Vector3 v3 = { x + w/2, h2, z + h/2 };
- Vector3 v4 = { x + w/2, h2, z - h/2 };
- Vector3 v5 = { x + w/2, 0, z - h/2 };
- Vector3 v6 = { x - w/2, 0, z - h/2 };
- Vector3 v7 = { x - w/2, 0, z + h/2 };
- Vector3 v8 = { x + w/2, 0, z + h/2 };
+ Vector3 v1 = { w * (x - .5f), h2, h * (z - .5f) };
+ Vector3 v2 = { w * (x - .5f), h2, h * (z + .5f) };
+ Vector3 v3 = { w * (x + .5f), h2, h * (z + .5f) };
+ Vector3 v4 = { w * (x + .5f), h2, h * (z - .5f) };
+ Vector3 v5 = { w * (x + .5f), 0, h * (z - .5f) };
+ Vector3 v6 = { w * (x - .5f), 0, h * (z - .5f) };
+ Vector3 v7 = { w * (x - .5f), 0, h * (z + .5f) };
+ Vector3 v8 = { w * (x + .5f), 0, h * (z + .5f) };
// We check pixel color to be WHITE, we will full cubes
if ((cubicmapPixels[z*cubicmap.width + x].r == 255) &&