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@@ -268,28 +268,40 @@ namespace bs
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{
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// Note: Consider drawing the quad using a single large triangle for possibly better performance
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- Vector3 vertices[4];
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- vertices[0] = Vector3(-1.0f, 1.0f, 0.0f);
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- vertices[1] = Vector3(1.0f, 1.0f, 0.0f);
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- vertices[2] = Vector3(-1.0f, -1.0f, 0.0f);
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- vertices[3] = Vector3(1.0f, -1.0f, 0.0f);
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+ const RenderAPIInfo& rapiInfo = RenderAPICore::instance().getAPIInfo();
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- Vector2 uvs[4];
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+ Vector3 vertices[4];
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- if (RenderAPICore::instance().getAPIInfo().getNDCYAxisDown())
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+ if(rapiInfo.getNDCYAxisDown())
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{
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- uvs[0] = Vector2(uv.x, uv.y);
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- uvs[1] = Vector2(uv.x + uv.width, uv.y);
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- uvs[2] = Vector2(uv.x, uv.y + uv.height);
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- uvs[3] = Vector2(uv.x + uv.width, uv.y + uv.height);
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+ vertices[0] = Vector3(-1.0f, -1.0f, 0.0f);
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+ vertices[1] = Vector3(1.0f, -1.0f, 0.0f);
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+ vertices[2] = Vector3(-1.0f, 1.0f, 0.0f);
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+ vertices[3] = Vector3(1.0f, 1.0f, 0.0f);
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}
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else
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+ {
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+ vertices[0] = Vector3(-1.0f, 1.0f, 0.0f);
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+ vertices[1] = Vector3(1.0f, 1.0f, 0.0f);
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+ vertices[2] = Vector3(-1.0f, -1.0f, 0.0f);
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+ vertices[3] = Vector3(1.0f, -1.0f, 0.0f);
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+ }
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+
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+ Vector2 uvs[4];
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+ if (rapiInfo.getUVYAxisUp())
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{
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uvs[0] = Vector2(uv.x, uv.y + uv.height);
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uvs[1] = Vector2(uv.x + uv.width, uv.y + uv.height);
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uvs[2] = Vector2(uv.x, uv.y);
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uvs[3] = Vector2(uv.x + uv.width, uv.y);
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}
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+ else
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+ {
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+ uvs[0] = Vector2(uv.x, uv.y);
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+ uvs[1] = Vector2(uv.x + uv.width, uv.y);
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+ uvs[2] = Vector2(uv.x, uv.y + uv.height);
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+ uvs[3] = Vector2(uv.x + uv.width, uv.y + uv.height);
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+ }
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for (int i = 0; i < 4; i++)
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{
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