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author | David Thompson <dthompson2@worcester.edu> | 2018-09-10 17:42:10 -0400 |
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committer | David Thompson <dthompson2@worcester.edu> | 2018-09-10 17:49:49 -0400 |
commit | cbf59a78d1a85cfc92644615a56a18cf6b054604 (patch) | |
tree | 73861b0a41e77db6bfdc3daea0f20a95d2635a3e /data/shaders | |
parent | 3de33f94c593a5b740dbb4096631b0b2971e2101 (diff) |
render: Change texture origin to top-left.
This is a pretty big change, but hopefully for the best as this aligns
with graphics programs and the glTF standard that uses a top-left
origin. We can keep using a lower-left origin for vertices, though.
* chickadee/render/texture.scm (surface->texture): Stop flipping pixel
rows.
* chickadee/render/sprites.scm (draw-sprite-unbatched,
sprite-batch-add!, draw-nine-patch*): Adjust texture y-coordinates.
* chickadee/render/font.scm (parse-fnt): Stop inverting y coordinates.
* chickadee/render/tiled.scm (load-tile-map): Stop inverting tile ids.
Diffstat (limited to 'data/shaders')
0 files changed, 0 insertions, 0 deletions