diff --git a/src/rmodels.c b/src/rmodels.c index 49f922695131..8c7e088cbf81 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -3492,7 +3492,7 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint) { // NOTE: Billboard size will maintain source rectangle aspect ratio, size will represent billboard width - Vector2 sizeRatio = { size.x*(float)source.width/source.height, size.y }; + Vector2 sizeRatio = { size.x*fabsf((float)source.width/source.height), size.y }; Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); @@ -3558,21 +3558,40 @@ void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector rlBegin(RL_QUADS); rlColor4ub(tint.r, tint.g, tint.b, tint.a); - // Bottom-left corner for texture and quad - rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height); - rlVertex3f(topLeft.x, topLeft.y, topLeft.z); + if (sizeRatio.x * sizeRatio.y >= 0.0f) + { + // Bottom-left corner for texture and quad + rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height); + rlVertex3f(topLeft.x, topLeft.y, topLeft.z); + + // Top-left corner for texture and quad + rlTexCoord2f((float)source.x/texture.width, (float)(source.y + source.height)/texture.height); + rlVertex3f(bottomLeft.x, bottomLeft.y, bottomLeft.z); - // Top-left corner for texture and quad - rlTexCoord2f((float)source.x/texture.width, (float)(source.y + source.height)/texture.height); - rlVertex3f(bottomLeft.x, bottomLeft.y, bottomLeft.z); + // Top-right corner for texture and quad + rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height); + rlVertex3f(bottomRight.x, bottomRight.y, bottomRight.z); - // Top-right corner for texture and quad - rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height); - rlVertex3f(bottomRight.x, bottomRight.y, bottomRight.z); + // Bottom-right corner for texture and quad + rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)source.y/texture.height); + rlVertex3f(topRight.x, topRight.y, topRight.z); + } + else + { + // Reverse vertex order if the size has only one negative dimension + rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)source.y/texture.height); + rlVertex3f(topRight.x, topRight.y, topRight.z); + + rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height); + rlVertex3f(bottomRight.x, bottomRight.y, bottomRight.z); + + rlTexCoord2f((float)source.x/texture.width, (float)(source.y + source.height)/texture.height); + rlVertex3f(bottomLeft.x, bottomLeft.y, bottomLeft.z); + + rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height); + rlVertex3f(topLeft.x, topLeft.y, topLeft.z); + } - // Bottom-right corner for texture and quad - rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)source.y/texture.height); - rlVertex3f(topRight.x, topRight.y, topRight.z); rlEnd(); rlSetTexture(0);