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@@ -557,11 +557,11 @@ namespace BansheeEngine
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UINT32 vertOffset = i * 4;
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UINT32 vertOffset = i * 4;
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indices[0] = vertOffset + 0;
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indices[0] = vertOffset + 0;
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- indices[1] = vertOffset + 3;
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- indices[2] = vertOffset + 1;
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- indices[3] = vertOffset + 1;
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- indices[4] = vertOffset + 3;
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- indices[5] = vertOffset + 2;
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+ indices[1] = vertOffset + 1;
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+ indices[2] = vertOffset + 2;
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+ indices[3] = vertOffset + 0;
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+ indices[4] = vertOffset + 2;
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+ indices[5] = vertOffset + 3;
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indices += 6;
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indices += 6;
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}
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}
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@@ -784,7 +784,11 @@ namespace BansheeEngine
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float near = rs.getMinimumDepthInputValue();
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float near = rs.getMinimumDepthInputValue();
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float far = rs.getMaximumDepthInputValue();
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float far = rs.getMaximumDepthInputValue();
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- projMat.makeProjectionOrtho(left, right, top, bottom, -near, -far); // Minus near/far because Z is flipped for normalized device coords
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+ // Top/bottom have been swapped because we're moving from window coordinates (origin top left)
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+ // to normalized device coordinates (origin bottom left)
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+ // Negative near/far because Z is flipped for normalized device coordinates
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+ // (positive Z goes into screen as opposed to view space here we're looking along negative Z)
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+ projMat.makeProjectionOrtho(left, right, top, bottom, -near, -far);
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if (!usePickingMaterial)
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if (!usePickingMaterial)
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{
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{
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