fix rotation range check in text shader

fixes #215
This commit is contained in:
Ansis Brammanis
2014-05-19 17:35:55 -04:00
parent 264bcd34d9
commit 4d38e4eb15
2 changed files with 1 additions and 2 deletions

View File

@@ -142,7 +142,6 @@ std::unique_ptr<Bucket> TileParser::createIconBucket(const VectorTileLayer& laye
}
std::unique_ptr<Bucket> TileParser::createTextBucket(const VectorTileLayer& layer, const BucketDescription& bucket_desc) {
return nullptr;
// Determine the correct text stack.
if (!layer.shaping.size()) {

View File

@@ -62,7 +62,7 @@ void main() {
// all the angles are 0..256 representing 0..2PI
// hide if (angle >= a_rangeend && angle < rangestart)
z += (1.0 - step(a_range[0], u_angle)) * step(a_range[1], u_angle);
z += step(a_range[0], u_angle) * (1.0 - step(a_range[1], u_angle));
gl_Position = u_matrix * vec4(a_pos, 0, 1) + u_exmatrix * vec4(a_offset / 64.0, z, 0);
v_tex = a_tex * 4.0 / u_texsize;