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Remove quad surface perspective warping as it was buggy. Next logincal steps:

- Add mesh warping (multiple cols and rows)
 - Then add perspective warping as a wrapper of the mesh warp
master
Krisjanis Rijnieks 11 years ago
parent
commit
655b7dbac3
  1. 6
      src/Surfaces/QuadSurface.cpp

6
src/Surfaces/QuadSurface.cpp

@ -75,6 +75,7 @@ void QuadSurface::draw() {
/*if(mesh.haveVertsChanged() || mesh.haveTexCoordsChanged()){
calculate4dTextureCoords();
}*/
/*
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(4, GL_FLOAT, 0, quadTexCoordinates);
glVertexPointer(3, GL_FLOAT, 0, quadVertices);
@ -82,6 +83,11 @@ void QuadSurface::draw() {
source->getTexture()->bind();
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, quadIndices);
source->getTexture()->unbind();
*/
source->getTexture()->bind();
mesh.draw();
source->getTexture()->unbind();
}
void QuadSurface::setVertex(int index, ofVec2f p) {

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