diff --git a/effects/shadow.cpp b/effects/shadow.cpp index 0dd89bb2a7..2b565913f5 100644 --- a/effects/shadow.cpp +++ b/effects/shadow.cpp @@ -165,15 +165,15 @@ void ShadowEffect::reconfigure( ReconfigureFlags ) int hw = shadowTexture.width() / 2; int hh = shadowTexture.height() / 2; QList textures; - textures.append( new GLTexture( shadowTexture.copy( 0, hh, hw, hh ))); - textures.append( new GLTexture( shadowTexture.copy( hw, hh, 1, hh ))); - textures.append( new GLTexture( shadowTexture.copy( hw, hh, hw, hh ))); - textures.append( new GLTexture( shadowTexture.copy( 0, hh, hw, 1 ))); - textures.append( new GLTexture( shadowTexture.copy( hw, hh, 1, 1 ))); - textures.append( new GLTexture( shadowTexture.copy( hw, hh, hw, 1 ))); textures.append( new GLTexture( shadowTexture.copy( 0, 0, hw, hh ))); textures.append( new GLTexture( shadowTexture.copy( hw, 0, 1, hh ))); textures.append( new GLTexture( shadowTexture.copy( hw, 0, hw, hh ))); + textures.append( new GLTexture( shadowTexture.copy( 0, hh, hw, 1 ))); + textures.append( new GLTexture( shadowTexture.copy( hw, hh, 1, 1 ))); + textures.append( new GLTexture( shadowTexture.copy( hw, hh, hw, 1 ))); + textures.append( new GLTexture( shadowTexture.copy( 0, hh, hw, hh ))); + textures.append( new GLTexture( shadowTexture.copy( hw, hh, 1, hh ))); + textures.append( new GLTexture( shadowTexture.copy( hw, hh, hw, hh ))); mShadowTextures.append( textures ); } } @@ -503,10 +503,10 @@ void ShadowEffect::drawShadow( EffectWindow* window, int mask, QRegion region, c verts << quad[1].x() << quad[1].y(); verts << quad[2].x() << quad[2].y(); verts << quad[3].x() << quad[3].y(); - texcoords << quad[0].textureX() << quad[0].textureY(); - texcoords << quad[1].textureX() << quad[1].textureY(); - texcoords << quad[2].textureX() << quad[2].textureY(); texcoords << quad[3].textureX() << quad[3].textureY(); + texcoords << quad[2].textureX() << quad[2].textureY(); + texcoords << quad[1].textureX() << quad[1].textureY(); + texcoords << quad[0].textureX() << quad[0].textureY(); // Work out which texture to use int texture = mShadowQuadTypes.indexOf( quad.type() );