}\r
\r
bitmap.UnlockBits(bitmapData);\r
- GL.Flush();\r
return ret;\r
}\r
\r
\r
// Pop the world matrix\r
GL.PopMatrix();\r
- GL.Flush();\r
-\r
}\r
\r
private void GluPerspective(float fovy, float aspect, float zNear, float zFar)\r
teFace.OffsetV = 0;\r
}\r
\r
+ // Need to adjust UV for spheres as they are sort of half-prim\r
+ if (prim.PrimData.ProfileCurve == ProfileCurve.HalfCircle)\r
+ {\r
+ teFace = new Primitive.TextureEntryFace(teFace);\r
+ teFace.RepeatV *= 2;\r
+ teFace.OffsetV += 0.5f;\r
+ }\r
+\r
// Texture transform for this face\r
renderer.TransformTexCoords(face.Vertices, face.Center, teFace);\r
\r