Fix: Geometry Nodes: Incorrect offsets for plane primitive
The recent commit that changed the size (rB83df3545246aada) left out a few changed. This patch also adjusts the positioning and UV scale of the generated plane accordingly. Differential Revision: https://developer.blender.org/D10822
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@@ -51,8 +51,8 @@ static void calculate_uvs(Mesh *mesh, Span<MVert> verts, Span<MLoop> loops, cons
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for (const int i : loops.index_range()) {
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const float3 &co = verts[loops[i].v].co;
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uvs[i].x = (co.x + size) / (size * 2.0f);
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uvs[i].y = (co.y + size) / (size * 2.0f);
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uvs[i].x = (co.x + (size * 0.5)) / size;
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uvs[i].y = (co.y + (size * 0.5)) / size;
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}
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uv_attribute.apply_span_and_save();
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@@ -75,9 +75,9 @@ static Mesh *create_plane_mesh(const int verts_x, const int verts_y, const float
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{
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const float dx = size / edges_x;
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const float dy = size / edges_y;
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float x = -size;
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float x = -size * 0.5;
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for (const int x_index : IndexRange(verts_x)) {
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float y = -size;
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float y = -size * 0.5;
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for (const int y_index : IndexRange(verts_y)) {
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const int vert_index = x_index * verts_y + y_index;
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verts[vert_index].co[0] = x;
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