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@@ -228,10 +228,10 @@ void ParticleEmitter2D::UpdateVertices()
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float add = (c + s) * p.size_ * 0.5f;
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float sub = (c - s) * p.size_ * 0.5f;
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- vertex0.position_ = Vector3(p.position_.x_ - sub, p.position_.y_ - add, zValue_) * unitPerPixel_;
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- vertex1.position_ = Vector3(p.position_.x_ - add, p.position_.y_ + sub, zValue_) * unitPerPixel_;
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- vertex2.position_ = Vector3(p.position_.x_ + sub, p.position_.y_ + add, zValue_) * unitPerPixel_;
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- vertex3.position_ = Vector3(p.position_.x_ + add, p.position_.y_ - sub, zValue_) * unitPerPixel_;
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+ vertex0.position_ = Vector3(p.position_.x_ - sub, p.position_.y_ - add, zValue_);
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+ vertex1.position_ = Vector3(p.position_.x_ - add, p.position_.y_ + sub, zValue_);
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+ vertex2.position_ = Vector3(p.position_.x_ + sub, p.position_.y_ + add, zValue_);
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+ vertex3.position_ = Vector3(p.position_.x_ + add, p.position_.y_ - sub, zValue_);
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vertex0.color_ = vertex1.color_ = vertex2.color_ = vertex3.color_ = p.color_.ToUInt();
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