Upright sprite objects: Horizontally flip the front image
authorSmallJoker <mk939@ymail.com>
Tue, 26 Jul 2016 12:39:03 +0000 (14:39 +0200)
committerparamat <mat.gregory@virginmedia.com>
Wed, 27 Jul 2016 21:21:41 +0000 (22:21 +0100)
For consistent horizontal sprite structure when seen from front and back
Fix code style

src/content_cao.cpp

index eeb85c8a67063b0cf7f81c3bdca76d985bf9ecb9..f414b2b9beae7a4dc52464e6395df81fdbeb926c 100644 (file)
@@ -839,54 +839,50 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr,
                        setBillboardTextureMatrix(m_spritenode,
                                        txs, tys, 0, 0);
                }
-       }
-       else if(m_prop.visual == "upright_sprite") {
+       } else if (m_prop.visual == "upright_sprite") {
                scene::SMesh *mesh = new scene::SMesh();
-               double dx = BS*m_prop.visual_size.X/2;
-               double dy = BS*m_prop.visual_size.Y/2;
-               { // Front
-               scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+               double dx = BS * m_prop.visual_size.X / 2;
+               double dy = BS * m_prop.visual_size.Y / 2;
                u8 li = m_last_light;
-               video::SColor c(255,li,li,li);
-               video::S3DVertex vertices[4] =
-               {
-                       video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
-                       video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
-                       video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
-                       video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
-               };
-               u16 indices[] = {0,1,2,2,3,0};
-               buf->append(vertices, 4, indices, 6);
-               // Set material
-               buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
-               buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
-               buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
-               buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-               // Add to mesh
-               mesh->addMeshBuffer(buf);
-               buf->drop();
+               video::SColor c(255, li, li, li);
+
+               { // Front
+                       scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+                       video::S3DVertex vertices[4] = {
+                               video::S3DVertex(-dx, -dy, 0, 0,0,0, c, 1,1),
+                               video::S3DVertex( dx, -dy, 0, 0,0,0, c, 0,1),
+                               video::S3DVertex( dx,  dy, 0, 0,0,0, c, 0,0),
+                               video::S3DVertex(-dx,  dy, 0, 0,0,0, c, 1,0),
+                       };
+                       u16 indices[] = {0,1,2,2,3,0};
+                       buf->append(vertices, 4, indices, 6);
+                       // Set material
+                       buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+                       buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+                       buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
+                       buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+                       // Add to mesh
+                       mesh->addMeshBuffer(buf);
+                       buf->drop();
                }
                { // Back
-               scene::IMeshBuffer *buf = new scene::SMeshBuffer();
-               u8 li = m_last_light;
-               video::SColor c(255,li,li,li);
-               video::S3DVertex vertices[4] =
-               {
-                       video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
-                       video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
-                       video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
-                       video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
-               };
-               u16 indices[] = {0,1,2,2,3,0};
-               buf->append(vertices, 4, indices, 6);
-               // Set material
-               buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
-               buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
-               buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
-               buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-               // Add to mesh
-               mesh->addMeshBuffer(buf);
-               buf->drop();
+                       scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+                       video::S3DVertex vertices[4] = {
+                               video::S3DVertex( dx,-dy, 0, 0,0,0, c, 1,1),
+                               video::S3DVertex(-dx,-dy, 0, 0,0,0, c, 0,1),
+                               video::S3DVertex(-dx, dy, 0, 0,0,0, c, 0,0),
+                               video::S3DVertex( dx, dy, 0, 0,0,0, c, 1,0),
+                       };
+                       u16 indices[] = {0,1,2,2,3,0};
+                       buf->append(vertices, 4, indices, 6);
+                       // Set material
+                       buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+                       buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+                       buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
+                       buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+                       // Add to mesh
+                       mesh->addMeshBuffer(buf);
+                       buf->drop();
                }
                m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
                m_meshnode->grab();