|
@@ -386,11 +386,11 @@ SpriteBase3D::SpriteBase3D() {
|
|
|
|
|
|
// create basic mesh and store format information
|
|
// create basic mesh and store format information
|
|
for (int i = 0; i < 4; i++) {
|
|
for (int i = 0; i < 4; i++) {
|
|
- mesh_normals.write()[i] = Vector3(0.0, 0.0, 0.0);
|
|
|
|
|
|
+ mesh_normals.write()[i] = Vector3(0.0, 0.0, 1.0);
|
|
mesh_tangents.write()[i * 4 + 0] = 0.0;
|
|
mesh_tangents.write()[i * 4 + 0] = 0.0;
|
|
mesh_tangents.write()[i * 4 + 1] = 0.0;
|
|
mesh_tangents.write()[i * 4 + 1] = 0.0;
|
|
- mesh_tangents.write()[i * 4 + 2] = 0.0;
|
|
|
|
- mesh_tangents.write()[i * 4 + 3] = 0.0;
|
|
|
|
|
|
+ mesh_tangents.write()[i * 4 + 2] = 1.0;
|
|
|
|
+ mesh_tangents.write()[i * 4 + 3] = 1.0;
|
|
mesh_colors.write()[i] = Color(1.0, 1.0, 1.0, 1.0);
|
|
mesh_colors.write()[i] = Color(1.0, 1.0, 1.0, 1.0);
|
|
mesh_uvs.write()[i] = Vector2(0.0, 0.0);
|
|
mesh_uvs.write()[i] = Vector2(0.0, 0.0);
|
|
mesh_vertices.write()[i] = Vector3(0.0, 0.0, 0.0);
|
|
mesh_vertices.write()[i] = Vector3(0.0, 0.0, 0.0);
|