Fixed texture coordinate direction.
svn path=/trunk/KDE/kdebase/workspace/; revision=872646
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1 changed files with 9 additions and 9 deletions
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@ -165,15 +165,15 @@ void ShadowEffect::reconfigure( ReconfigureFlags )
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int hw = shadowTexture.width() / 2;
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int hw = shadowTexture.width() / 2;
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int hh = shadowTexture.height() / 2;
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int hh = shadowTexture.height() / 2;
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QList<GLTexture*> textures;
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QList<GLTexture*> textures;
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textures.append( new GLTexture( shadowTexture.copy( 0, hh, hw, hh )));
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textures.append( new GLTexture( shadowTexture.copy( hw, hh, 1, hh )));
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textures.append( new GLTexture( shadowTexture.copy( hw, hh, hw, hh )));
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textures.append( new GLTexture( shadowTexture.copy( 0, hh, hw, 1 )));
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textures.append( new GLTexture( shadowTexture.copy( hw, hh, 1, 1 )));
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textures.append( new GLTexture( shadowTexture.copy( hw, hh, hw, 1 )));
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textures.append( new GLTexture( shadowTexture.copy( 0, 0, hw, hh )));
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textures.append( new GLTexture( shadowTexture.copy( 0, 0, hw, hh )));
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textures.append( new GLTexture( shadowTexture.copy( hw, 0, 1, hh )));
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textures.append( new GLTexture( shadowTexture.copy( hw, 0, 1, hh )));
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textures.append( new GLTexture( shadowTexture.copy( hw, 0, hw, hh )));
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textures.append( new GLTexture( shadowTexture.copy( hw, 0, hw, hh )));
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textures.append( new GLTexture( shadowTexture.copy( 0, hh, hw, 1 )));
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textures.append( new GLTexture( shadowTexture.copy( hw, hh, 1, 1 )));
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textures.append( new GLTexture( shadowTexture.copy( hw, hh, hw, 1 )));
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textures.append( new GLTexture( shadowTexture.copy( 0, hh, hw, hh )));
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textures.append( new GLTexture( shadowTexture.copy( hw, hh, 1, hh )));
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textures.append( new GLTexture( shadowTexture.copy( hw, hh, hw, hh )));
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mShadowTextures.append( textures );
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mShadowTextures.append( textures );
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}
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}
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}
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}
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@ -503,10 +503,10 @@ void ShadowEffect::drawShadow( EffectWindow* window, int mask, QRegion region, c
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verts << quad[1].x() << quad[1].y();
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verts << quad[1].x() << quad[1].y();
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verts << quad[2].x() << quad[2].y();
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verts << quad[2].x() << quad[2].y();
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verts << quad[3].x() << quad[3].y();
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verts << quad[3].x() << quad[3].y();
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texcoords << quad[0].textureX() << quad[0].textureY();
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texcoords << quad[1].textureX() << quad[1].textureY();
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texcoords << quad[2].textureX() << quad[2].textureY();
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texcoords << quad[3].textureX() << quad[3].textureY();
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texcoords << quad[3].textureX() << quad[3].textureY();
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texcoords << quad[2].textureX() << quad[2].textureY();
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texcoords << quad[1].textureX() << quad[1].textureY();
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texcoords << quad[0].textureX() << quad[0].textureY();
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// Work out which texture to use
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// Work out which texture to use
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int texture = mShadowQuadTypes.indexOf( quad.type() );
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int texture = mShadowQuadTypes.indexOf( quad.type() );
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