Use the texture coordinates provided by QSGTexture

Change-Id: I24e377ba69b2108f3bc4f6aca3ed910fbbf77caf
Reviewed-by: Glenn Watson <glenn.watson@nokia.com>
Reviewed-by: Yunqiao Yin <charles.yin@nokia.com>
This commit is contained in:
Alan Alpert 2012-05-29 20:44:14 +10:00 committed by Qt by Nokia
parent 5e6d1afb12
commit 751c1ca093
2 changed files with 18 additions and 16 deletions

View File

@ -526,18 +526,19 @@ QSGGeometryNode* QQuickAnimatedSprite::buildNode()
AnimatedSpriteVertices *p = (AnimatedSpriteVertices *) g->vertexData();
p->v1.tx = 0;
p->v1.ty = 0;
QRectF texRect = m_material->texture->normalizedTextureSubRect();
p->v2.tx = 1.0;
p->v2.ty = 0;
p->v1.tx = texRect.topLeft().x();
p->v1.ty = texRect.topLeft().y();
p->v3.tx = 0;
p->v3.ty = 1.0;
p->v2.tx = texRect.topRight().x();
p->v2.ty = texRect.topRight().y();
p->v4.tx = 1.0;
p->v4.ty = 1.0;
p->v3.tx = texRect.bottomLeft().x();
p->v3.ty = texRect.bottomLeft().y();
p->v4.tx = texRect.bottomRight().x();
p->v4.ty = texRect.bottomRight().y();
quint16 *indices = g->indexDataAsUShort();
indices[0] = 0;

View File

@ -385,18 +385,19 @@ QSGGeometryNode* QQuickSpriteSequence::buildNode()
g->setDrawingMode(GL_TRIANGLES);
SpriteVertices *p = (SpriteVertices *) g->vertexData();
QRectF texRect = m_material->texture->normalizedTextureSubRect();
p->v1.tx = 0;
p->v1.ty = 0;
p->v1.tx = texRect.topLeft().x();
p->v1.ty = texRect.topLeft().y();
p->v2.tx = 1.0;
p->v2.ty = 0;
p->v2.tx = texRect.topRight().x();
p->v2.ty = texRect.topRight().y();
p->v3.tx = 0;
p->v3.ty = 1.0;
p->v3.tx = texRect.bottomLeft().x();
p->v3.ty = texRect.bottomLeft().y();
p->v4.tx = 1.0;
p->v4.ty = 1.0;
p->v4.tx = texRect.bottomRight().x();
p->v4.ty = texRect.bottomRight().y();
quint16 *indices = g->indexDataAsUShort();
indices[0] = 0;