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shareable: Bug fix: Wrong offset calculation
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parent
9ac7a16333
commit
138d9b8e47
@ -363,7 +363,7 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, vertices []f
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ox += paddingSize
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oy += paddingSize
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offsets[i][0] = float32(ox) - oxf + subimageOffsets[i][0]
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offsets[i][1] = float32(oy) - oyf + subimageOffsets[i][0]
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offsets[i][1] = float32(oy) - oyf + subimageOffsets[i][1]
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}
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var s *restorable.Shader
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@ -821,7 +821,7 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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pix0 := make([]byte, 4*w*h)
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for j := 0; j < h; j++ {
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for i := 0; i < w; i++ {
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if 2 <= i && i < 10 && 2 <= j && j < 10 {
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if 2 <= i && i < 10 && 3 <= j && j < 11 {
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pix0[4*(j*w+i)] = 0xff
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pix0[4*(j*w+i)+1] = 0
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pix0[4*(j*w+i)+2] = 0
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@ -830,13 +830,13 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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}
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}
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src0.ReplacePixels(pix0)
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src0 = src0.SubImage(image.Rect(2, 2, 10, 10)).(*Image)
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src0 = src0.SubImage(image.Rect(2, 3, 10, 11)).(*Image)
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src1, _ := NewImage(w, h, FilterDefault)
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pix1 := make([]byte, 4*w*h)
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for j := 0; j < h; j++ {
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for i := 0; i < w; i++ {
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if 6 <= i && i < 14 && 6 <= j && j < 14 {
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if 6 <= i && i < 14 && 8 <= j && j < 16 {
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pix1[4*(j*w+i)] = 0
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pix1[4*(j*w+i)+1] = 0xff
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pix1[4*(j*w+i)+2] = 0
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@ -845,7 +845,7 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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}
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}
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src1.ReplacePixels(pix1)
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src1 = src1.SubImage(image.Rect(6, 6, 14, 14)).(*Image)
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src1 = src1.SubImage(image.Rect(6, 8, 14, 16)).(*Image)
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testPixels := func(testname string, dst *Image) {
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for j := 0; j < h; j++ {
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@ -878,7 +878,7 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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DstX: 0,
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DstY: 0,
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SrcX: 2,
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SrcY: 2,
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SrcY: 3,
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ColorR: 1,
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ColorG: 1,
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ColorB: 1,
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@ -888,7 +888,7 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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DstX: w / 2,
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DstY: 0,
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SrcX: 10,
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SrcY: 2,
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SrcY: 3,
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ColorR: 1,
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ColorG: 1,
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ColorB: 1,
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@ -898,7 +898,7 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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DstX: 0,
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DstY: h / 2,
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SrcX: 2,
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SrcY: 10,
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SrcY: 11,
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ColorR: 1,
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ColorG: 1,
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ColorB: 1,
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@ -908,7 +908,7 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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DstX: w / 2,
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DstY: h / 2,
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SrcX: 10,
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SrcY: 10,
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SrcY: 11,
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ColorR: 1,
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ColorG: 1,
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ColorB: 1,
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