Positioning & Rotation bugfixes.
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Make it such that a sprites "origin" doesn't effect the position. It is only the point at which transformations are done about.
This commit is contained in:
2024-09-14 21:28:32 -04:00
parent 881d031f3c
commit 0e22bc721a
4 changed files with 24 additions and 14 deletions

View File

@@ -112,7 +112,7 @@ public:
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
image = new Texture("assets/sprites/Re3D.png", TextureFilteringMode::BILINEAR);
j2d_render_target = new RenderTarget(1280, {0,0,0,0});
j2d_render_target = new RenderTarget({500, 500}, {255,0,0,0});
}
Vector3 textAngle = {0,0,0};
@@ -147,7 +147,8 @@ public:
glLoadIdentity();
camera->render();
///All 3D elements of the scene and JGL elements *must* be rendered before the 2d stuff.
// All 3D elements of the scene and JGL elements *must* be rendered before the 2D stuff
/* if rendering to screen space directly. */
J3D::Begin();
J3D::DrawLine(Colors::Red, {-0.33,-0.125,1}, {-1,-0.125,1});
@@ -194,7 +195,7 @@ public:
//Draw the Render Target that we just drew all that stuff onto.
J2D::Begin();
J2D::DrawRenderTargetAsSprite(*j2d_render_target, {0, 0});
J2D::DrawRenderTargetAsSprite(*j2d_render_target, {0, 0}, sprite_radians * 0.25, {0.5, 0.5}, {1,1}, Colors::White);
J2D::End();
if (framerate_measurement) {