They say it is better to do this way.
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@@ -153,18 +153,17 @@ public:
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double u,v;
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double u,v;
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if (this->type == CUBIC_MAP)
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if (this->type == CUBIC_MAP)
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{
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{
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CubeFaces face = this->faceFromPoint(point);
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CubeFaces face = TextureMap::faceFromPoint(point);
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UVPattern *facePat;
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UVPattern *facePat;
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double u, v;
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switch(face)
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switch(face)
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{
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{
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default:
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default:
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case CUBE_LEFT: facePat = this->leftPat; this->cubeUBLeft(point, u, v); break;
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case CUBE_LEFT: facePat = this->leftPat; TextureMap::cubeUBLeft(point, u, v); break;
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case CUBE_RIGHT: facePat = this->rightPat; this->cubeUBRight(point, u, v); break;
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case CUBE_RIGHT: facePat = this->rightPat; TextureMap::cubeUBRight(point, u, v); break;
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case CUBE_FRONT: facePat = this->frontPat; this->cubeUBFront(point, u, v); break;
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case CUBE_FRONT: facePat = this->frontPat; TextureMap::cubeUBFront(point, u, v); break;
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case CUBE_BACK: facePat = this->backPat; this->cubeUBBack(point, u, v); break;
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case CUBE_BACK: facePat = this->backPat; TextureMap::cubeUBBack(point, u, v); break;
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case CUBE_UP: facePat = this->upPat; this->cubeUBUp(point, u, v); break;
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case CUBE_UP: facePat = this->upPat; TextureMap::cubeUBUp(point, u, v); break;
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case CUBE_DOWN: facePat = this->downPat; this->cubeUBDown(point, u, v); break;
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case CUBE_DOWN: facePat = this->downPat; TextureMap::cubeUBDown(point, u, v); break;
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}
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}
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return facePat->uvPatternAt(u, v);
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return facePat->uvPatternAt(u, v);
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