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Is your feature request related to a problem? Please describe. Textures are incorrectly scaled on many surfaces
Describe the solution you'd like Multiply UV coordinates by the texture transforms before being used in sampling and texture LoD calculations
Additional context Code from the Source SDK for initialising a 2x4 mat from a 3x4 mat
void CBaseVSShader::SetVertexShaderTextureTransform( int vertexReg, int transformVar ) { Vector4D transformation[2]; IMaterialVar* pTransformationVar = s_ppParams[transformVar]; if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX)) { const VMatrix &mat = pTransformationVar->GetMatrixValue(); transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] ); transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] ); } else { transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f ); transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f ); } s_pShaderAPI->SetVertexShaderConstant( vertexReg, transformation[0].Base(), 2 ); }
The text was updated successfully, but these errors were encountered:
Implemented, need to test
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Transformation is completely incorrect
Added in 15fa7e8
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Is your feature request related to a problem? Please describe.
Textures are incorrectly scaled on many surfaces
Describe the solution you'd like
Multiply UV coordinates by the texture transforms before being used in sampling and texture LoD calculations
Additional context
Code from the Source SDK for initialising a 2x4 mat from a 3x4 mat
The text was updated successfully, but these errors were encountered: