bladeColor[0] = color; // V1.ABGR
bladeBuffer[1] = bottomLeft; // V1.X
bladeBuffer[2] = bottom; // V1.Y
+ bladeBuffer[3] = 0.f; // V1.s
+ bladeBuffer[4] = 0.f; // V1.t
+ //
bladeColor[5] = color; // V2.ABGR
bladeBuffer[6] = bottomRight; // V2.X
bladeBuffer[7] = bottom; // V2.Y
+ bladeBuffer[8] = 1.f; // V2.s
+ bladeBuffer[9] = 0.f; // V2.t
bladeBuffer += 10;
bladeColor += 10;
float topRight = topX + spi;
bladeColor[0] = color; // V1.ABGR
- bladeBuffer[1] = topLeft; // V2.X
- bladeBuffer[2] = topY; // V2.Y
-
- bladeColor[5] = color; // V3.ABGR
- bladeBuffer[6] = topRight; // V3.X
- bladeBuffer[7] = topY; // V3.Y
+ bladeBuffer[1] = topLeft; // V1.X
+ bladeBuffer[2] = topY; // V1.Y
+ bladeBuffer[3] = 0.f; // V1.s
+ bladeBuffer[4] = 0.f; // V1.t
+
+ bladeColor[5] = color; // V2.ABGR
+ bladeBuffer[6] = topRight; // V2.X
+ bladeBuffer[7] = topY; // V2.Y
+ bladeBuffer[8] = 1.f; // V2.s
+ bladeBuffer[9] = 0.f; // V2.t
bladeBuffer += 10;
bladeColor += 10;