fix meshing failure on sculpt maps smaller than 64x64
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				|  | @ -62,6 +62,8 @@ namespace PrimMesher | |||
| 
 | ||||
|             bool needsScaling = false; | ||||
| 
 | ||||
|             bool smallMap = bmW * bmH <= lod * lod; | ||||
| 
 | ||||
|             width = bmW; | ||||
|             height = bmH; | ||||
|             while (width * height > numLodPixels) | ||||
|  | @ -104,9 +106,14 @@ namespace PrimMesher | |||
|                 { | ||||
|                     for (int x = 0; x <= width; x++) | ||||
|                     { | ||||
|                         int bmY = y < height ? y * 2 : y * 2 - 1; | ||||
|                         int bmX = x < width ? x * 2 : x * 2 - 1; | ||||
|                         Color c = bm.GetPixel(bmX, bmY); | ||||
|                         Color c; | ||||
| 
 | ||||
|                         if (smallMap) | ||||
|                             c = bm.GetPixel(x < width ? x : x - 1, | ||||
|                                             y < height ? y : y - 1); | ||||
|                         else | ||||
|                             c = bm.GetPixel(x < width ? x * 2 : x * 2 - 1, | ||||
|                                             y < height ? y * 2 : y * 2 - 1); | ||||
| 
 | ||||
|                         redBytes[byteNdx] = c.R; | ||||
|                         greenBytes[byteNdx] = c.G; | ||||
|  |  | |||
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