Do some symetry on skybox top/bottom..
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856169794d
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@ -378,6 +378,14 @@ static void testSH(unsigned char *color[6], size_t width, size_t height,
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}
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}
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static void swapPixels(char *old_img, char *new_img, unsigned stride, unsigned old_i, unsigned old_j, unsigned new_i, unsigned new_j)
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{
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new_img[4 * (stride * new_i + new_j)] = old_img[4 * (stride * old_i + old_j)];
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new_img[4 * (stride * new_i + new_j) + 1] = old_img[4 * (stride * old_i + old_j) + 1];
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new_img[4 * (stride * new_i + new_j) + 2] = old_img[4 * (stride * old_i + old_j) + 2];
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new_img[4 * (stride * new_i + new_j) + 3] = old_img[4 * (stride * old_i + old_j) + 3];
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}
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/** Generate an opengl cubemap texture from 6 2d textures.
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Out of legacy the sequence of textures maps to :
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- 1st texture maps to GL_TEXTURE_CUBE_MAP_POSITIVE_Y
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@ -421,6 +429,19 @@ GLuint generateCubeMapFromTextures(const std::vector<video::ITexture *> &texture
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image->copyToScaling(rgba[i], w, h);
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image->drop();
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if (i == 2 || i == 3)
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{
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char *tmp = new char[w * h * 4];
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memcpy(tmp, rgba[i], w * h * 4);
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for (unsigned x = 0; x < w; x++)
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{
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for (unsigned y = 0; y < h; y++)
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{
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swapPixels(tmp, rgba[i], h, x, y, (w - y - 1), x);
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}
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}
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}
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glBindTexture(GL_TEXTURE_CUBE_MAP, result);
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if (UserConfigParams::m_texture_compression)
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_COMPRESSED_SRGB_ALPHA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, (GLvoid*)rgba[i]);
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