Applying texture matrix to texture coordinates
haubna opened this issue ยท 1 comments
Right now the texture matrix is only applied when ENTITY_GLINT is defined. This causes some texture issues with the physics mod.
Turning this (located in src/basiccoords_vertex.glsl):
#ifdef ENTITY_GLINT
texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
#else
texcoord = gl_MultiTexCoord0.xy;
#endif
Into:
#ifdef ENTITY_GLINT
texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
#else
texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
#endif
Or:
texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
would fix the issues.