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Kayak UI 0.11
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Microhacks
Bevy Forks
Kayak UI 0.11
Commits
d65e371f
Commit
d65e371f
authored
3 years ago
by
MrGVSV
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Fixed UV coordinates
Swapped Y-directions. This fixes issues with border_radius not lining up properly
parent
e6e83b5c
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1 changed file
bevy_kayak_ui/src/render/unified/pipeline.rs
+12
-12
12 additions, 12 deletions
bevy_kayak_ui/src/render/unified/pipeline.rs
with
12 additions
and
12 deletions
bevy_kayak_ui/src/render/unified/pipeline.rs
+
12
−
12
View file @
d65e371f
...
...
@@ -37,9 +37,9 @@ use kayak_font::{
KayakFont
,
};
use
kayak_core
::
styles
::
Corner
;
use
super
::{
Dpi
,
UNIFIED_SHADER_HANDLE
};
use
crate
::{
render
::
ui_pass
::
TransparentUI
,
WindowSize
};
use
kayak_core
::
styles
::
Corner
;
pub
struct
UnifiedPipeline
{
view_layout
:
BindGroupLayout
,
...
...
@@ -52,12 +52,12 @@ pub struct UnifiedPipeline {
}
const
QUAD_VERTEX_POSITIONS
:
&
[
Vec3
]
=
&
[
const_vec3!
([
0.0
,
0.0
,
0.0
]),
const_vec3!
([
1.0
,
1.0
,
0.0
]),
const_vec3!
([
0.0
,
1.0
,
0.0
]),
const_vec3!
([
0.0
,
0.0
,
0.0
]),
const_vec3!
([
1.0
,
0.0
,
0.0
]),
const_vec3!
([
0.0
,
0.0
,
0.0
]),
const_vec3!
([
0.0
,
1.0
,
0.0
]),
const_vec3!
([
1.0
,
1.0
,
0.0
]),
const_vec3!
([
1.0
,
0.0
,
0.0
]),
];
impl
FontRenderingPipeline
for
UnifiedPipeline
{
...
...
@@ -412,27 +412,27 @@ pub fn prepare_quads(
let
bottom_left
=
Vec4
::
new
(
uv_min
.x
,
uv_m
ax
.y
,
uv_m
in
.y
,
extracted_sprite
.char_id
as
f32
,
extracted_sprite
.border_radius.to
p
_left
,
extracted_sprite
.border_radius.
bot
to
m
_left
,
);
let
top_left
=
Vec4
::
new
(
uv_min
.x
,
uv_m
in
.y
,
uv_m
ax
.y
,
extracted_sprite
.char_id
as
f32
,
extracted_sprite
.border_radius.
bot
to
m
_left
,
extracted_sprite
.border_radius.to
p
_left
,
);
let
top_right
=
Vec4
::
new
(
uv_max
.x
,
uv_m
in
.y
,
uv_m
ax
.y
,
extracted_sprite
.char_id
as
f32
,
extracted_sprite
.border_radius.
bot
to
m
_right
,
extracted_sprite
.border_radius.to
p
_right
,
);
let
bottom_right
=
Vec4
::
new
(
uv_max
.x
,
uv_m
ax
.y
,
uv_m
in
.y
,
extracted_sprite
.char_id
as
f32
,
extracted_sprite
.border_radius.to
p
_right
,
extracted_sprite
.border_radius.
bot
to
m
_right
,
);
let
uvs
:
[[
f32
;
4
];
6
]
=
[
...
...
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