diff --git a/src/SceneGraph/InlineGeometry.cpp b/src/SceneGraph/InlineGeometry.cpp index 82ea7033..2a918724 100644 --- a/src/SceneGraph/InlineGeometry.cpp +++ b/src/SceneGraph/InlineGeometry.cpp @@ -429,12 +429,12 @@ namespace hgl for (uint j = 0; j < numberSlices; j++) { *tp= i * (numberSlices + 1) + j; ++tp; - *tp=(i + 1) * (numberSlices + 1) + j; ++tp; *tp=(i + 1) * (numberSlices + 1) + (j + 1); ++tp; + *tp=(i + 1) * (numberSlices + 1) + j; ++tp; *tp= i * (numberSlices + 1) + j; ++tp; - *tp=(i + 1) * (numberSlices + 1) + (j + 1); ++tp; *tp= i * (numberSlices + 1) + (j + 1); ++tp; + *tp=(i + 1) * (numberSlices + 1) + (j + 1); ++tp; } } } @@ -545,9 +545,9 @@ namespace hgl { for (uint j = 0; j < numberSlices + 1; j++) { - float x= sin(angleStep * (double) i) * sin(angleStep * (double) j); - float y= cos(angleStep * (double) i); - float z= sin(angleStep * (double) i) * cos(angleStep * (double) j); + float x = sin(angleStep * (double) i) * sin(angleStep * (double) j); + float y = sin(angleStep * (double) i) * cos(angleStep * (double) j); + float z = cos(angleStep * (double) i); *vp=x;++vp; *vp=y;++vp; @@ -628,7 +628,7 @@ namespace hgl float x= dci->radius * sinf(angleStep * (float) i) * sinf(angleStep * (float) j); float y= dci->radius * sinf(angleStep * (float) i) * cosf(angleStep * (float) j); - float z=-dci->radius * cosf(angleStep * (float) i); + float z= dci->radius * cosf(angleStep * (float) i); *vp=x;++vp; *vp=y;++vp; @@ -763,8 +763,8 @@ namespace hgl // generate vertex and stores it in the right position *vp = (centerRadius + torusRadius * cos2PIt) * cos2PIs; ++vp; - *vp =-(centerRadius + torusRadius * cos2PIt) * sin2PIs; ++vp; *vp = torusRadius * sin2PIt; ++vp; + *vp = (centerRadius + torusRadius * cos2PIt) * sin2PIs; ++vp; if(np) { @@ -772,8 +772,8 @@ namespace hgl // NOTE: cos (2PIx) = cos (x) and sin (2PIx) = sin (x) so, we can use this formula // normal = {cos(2PIs)cos(2PIt) , sin(2PIs)cos(2PIt) ,sin(2PIt)} *np = cos2PIs * cos2PIt; ++np; - *np =-sin2PIs * cos2PIt; ++np; *np = sin2PIt; ++np; + *np = sin2PIs * cos2PIt; ++np; } if(tc) @@ -816,8 +816,8 @@ namespace hgl for (i = 0; i < numberSlices; i++) { *tp = centerIndex; ++tp; - *tp = indexCounter + 1; ++tp; *tp = indexCounter; ++tp; + *tp = indexCounter + 1; ++tp; indexCounter++; } @@ -830,8 +830,8 @@ namespace hgl for (i = 0; i < numberSlices; i++) { *tp = centerIndex; ++tp; - *tp = indexCounter; ++tp; *tp = indexCounter + 1; ++tp; + *tp = indexCounter; ++tp; indexCounter++; } @@ -841,12 +841,12 @@ namespace hgl for (i = 0; i < numberSlices; i++) { *tp = indexCounter; ++tp; - *tp = indexCounter + 2; ++tp; *tp = indexCounter + 1; ++tp; + *tp = indexCounter + 2; ++tp; *tp = indexCounter + 2; ++tp; - *tp = indexCounter + 3; ++tp; *tp = indexCounter + 1; ++tp; + *tp = indexCounter + 3; ++tp; indexCounter += 2; } @@ -877,15 +877,15 @@ namespace hgl float *tp=gc.GetTangentPointer(); float *tc=gc.GetTexCoordPointer(); - *vp = 0.0f; ++vp; - *vp = 0.0f; ++vp; - *vp = cci->halfExtend; ++vp; + *vp = 0.0f; ++vp; + *vp = 0.0f; ++vp; + *vp = -cci->halfExtend; ++vp; if(np) { *np = 0.0f; ++np; *np = 0.0f; ++np; - *np = 1.0f; ++np; + *np =-1.0f; ++np; } if(tp) @@ -907,13 +907,13 @@ namespace hgl *vp = cosf(currentAngle) * cci->radius;++vp; *vp = -sinf(currentAngle) * cci->radius;++vp; - *vp = cci->halfExtend; ++vp; + *vp = -cci->halfExtend; ++vp; if(np) { *np = 0.0f; ++np; *np = 0.0f; ++np; - *np = 1.0f; ++np; + *np =-1.0f; ++np; } if(tp) @@ -932,13 +932,13 @@ namespace hgl *vp = 0.0f; ++vp; *vp = 0.0f; ++vp; - *vp =-cci->halfExtend; ++vp; + *vp = cci->halfExtend; ++vp; if(np) { - *np = 0.0f; ++np; - *np = 0.0f; ++np; - *np = -1.0f; ++np; + *np = 0.0f; ++np; + *np = 0.0f; ++np; + *np = 1.0f; ++np; } if(tp) @@ -960,13 +960,13 @@ namespace hgl *vp = cosf(currentAngle) * cci->radius;++vp; *vp = -sinf(currentAngle) * cci->radius;++vp; - *vp = -cci->halfExtend; ++vp; + *vp = cci->halfExtend; ++vp; if(np) { - *np = 0.0f; ++np; - *np = 0.0f; ++np; - *np = -1.0f; ++np; + *np = 0.0f; ++np; + *np = 0.0f; ++np; + *np = 1.0f; ++np; } if(tp) @@ -993,7 +993,7 @@ namespace hgl { *vp = cosf(currentAngle) * cci->radius; ++vp; *vp = -sinf(currentAngle) * cci->radius; ++vp; - *vp = -cci->halfExtend * sign; ++vp; + *vp = cci->halfExtend * sign; ++vp; if(np) {