but cube.c make_cube was already using something different:
int wleft = blocks[w][0];
int wright = blocks[w][1];
int wtop = blocks[w][2];
int wbottom = blocks[w][3];
int wfront = blocks[w][4];
int wback = blocks[w][5];
And OpenGL cube maps picked yet a different order:
Layer number Cubemap face
0 GL_TEXTURE_CUBE_MAP_POSITIVE_X
1 GL_TEXTURE_CUBE_MAP_NEGATIVE_X
2 GL_TEXTURE_CUBE_MAP_POSITIVE_Y
3 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
4 GL_TEXTURE_CUBE_MAP_POSITIVE_Z
5 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
The app should at least use a convention consistently, doesn't matter what exactly, as long as it is consistent everywhere. hit_test_face returns the face number shown in the debug text, so that should match the texture faces defined in item.c at least. Probably break the sign face ordering, might as well split out face and rotation in the database and protocol while at it?
https://github.com/satoshinm/NetCraft/pull/112
hit_test_face
used this ordering:but cube.c make_cube was already using something different:
And OpenGL cube maps picked yet a different order:
https://www.khronos.org/opengl/wiki/Cubemap_Texture#Layered_Rendering
The app should at least use a convention consistently, doesn't matter what exactly, as long as it is consistent everywhere.
hit_test_face
returns the face number shown in the debug text, so that should match the texture faces defined in item.c at least. Probably break the sign face ordering, might as well split outface
androtation
in the database and protocol while at it?