This fixes a few issues with how textures are handled in Wowser. See issue #106 for an example of what's fixed.
M2Material should have flipY set to false on its texturesWMOMaterial disables flipY, but M2Material doesn't disable it. Instead, M2Material is doing this in its shader:
This is fairly pointless, since just setting flipY to false a la WMOMaterial prevents the need to do the negation in the shader.
This is now fixed, and flipY is set to false for M2Material (matching WMOMaterial).
Textures should be cached and loaded based on texture settings
Currently, the TextureLoader assumes that, for a given texture path, it will always be used with the same settings (wrapS, wrapT, flipY, etc). This isn't necessarily true, since texture settings are defined in the WMO and M2 data files, and some (probably many) textures are reused between various models.
This is now fixed, and differing settings for wrapS, wrapT, and flipY result in unique textures being loaded and cached.
This fixes a few issues with how textures are handled in Wowser. See issue #106 for an example of what's fixed.
M2Material should have flipY set to false on its textures
WMOMaterial
disablesflipY
, butM2Material
doesn't disable it. Instead,M2Material
is doing this in its shader:This is fairly pointless, since just setting
flipY
to false a laWMOMaterial
prevents the need to do the negation in the shader.This is now fixed, and
flipY
is set to false forM2Material
(matchingWMOMaterial
).Textures should be cached and loaded based on texture settings Currently, the
TextureLoader
assumes that, for a given texture path, it will always be used with the same settings (wrapS
,wrapT
,flipY
, etc). This isn't necessarily true, since texture settings are defined in the WMO and M2 data files, and some (probably many) textures are reused between various models.This is now fixed, and differing settings for
wrapS
,wrapT
, andflipY
result in unique textures being loaded and cached.