Hello community,
When I render point sprites, they are inverted. How to fix the origin?
Here is the shader I use:
ps = gl::GlslProg::create(gl::GlslProg::Format().vertex(CI_GLSL(150,
uniform mat4 ciModelViewProjection;
in vec4 ciPosition;
in vec4 ciColor;
in float vSize;
out vec4 color;
void main(void)
{
gl_Position = ciModelViewProjection * ciPosition;
gl_PointSize = vSize;
color = ciColor;
}
)).fragment(CI_GLSL(150,
uniform sampler2D uTexture;
in vec4 color;
out vec4 oColor;
void main(void)
{
oColor = color * texture(uTexture, gl_PointCoord);
}
)));
Any help appreciated,
azerty69
Use loadTopDown()
when loading your texture. Something like this:
Hello gabor_papp,
This solved my problem. Thank you! Libcinder is really a great library!
azerty69
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