Fixed texture coordinate direction.

svn path=/trunk/KDE/kdebase/workspace/; revision=872646
This commit is contained in:
Lucas Murray 2008-10-17 18:18:06 +00:00
parent bdd1da759f
commit 2672bd1ead

View file

@ -165,15 +165,15 @@ void ShadowEffect::reconfigure( ReconfigureFlags )
int hw = shadowTexture.width() / 2;
int hh = shadowTexture.height() / 2;
QList<GLTexture*> 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() );