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What's new update

Guide 5 年之前
父节点
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72d6935d72
共有 2 个文件被更改,包括 2 次插入2 次删除
  1. 1 1
      dist/preview release/what's new.md
  2. 1 1
      src/Particles/pointsCloudSystem.ts

+ 1 - 1
dist/preview release/what's new.md

@@ -6,6 +6,7 @@
 - WIP: WebGPU support (NEED DOC OR SAMPLES) ([Sebavan](https://github.com/sebavan/))
 - .basis texture file format support [Doc](https://doc.babylonjs.com/resources/multi-platform_compressed_textures#basis-file-format) ([TrevorDev](https://github.com/TrevorDev))
 - WIP: Recast navigation mesh and crowd of moving agents [Demo](https://www.babylonjs-playground.com/#AJTRIL) ([CedricGuillemet](https://github.com/CedricGuillemet))
+- Added Point Cloud Particle System ([JohnK](https://github.com/BabylonJSGuide/))
 - Classes decoupling ending up with smaller bundle sizes [Blog](https://medium.com/@babylonjs/size-matters-e0e94dad01a7) ([Deltakosh](https://github.com/deltakosh/))
 - Babylon.js controls [Doc](https://doc.babylonjs.com/features/controls) ([Sebavan](https://github.com/sebavan/) / [Deltakosh](https://github.com/deltakosh/))
 - WebXR updates:
@@ -13,7 +14,6 @@
   - WebXR webVR parity helpers (Vive, WMR, Oculus Rift) ([TrevorDev](https://github.com/TrevorDev))
 
 ## Updates
-- Added Point Cloud Particle System ([JohnK](https://github.com/BabylonJSGuide/))
 
 ### General
 - Added support for dual shock gamepads ([Deltakosh](https://github.com/deltakosh/))

+ 1 - 1
src/Particles/pointsCloudSystem.ts

@@ -393,7 +393,7 @@ export class PointsCloudSystem implements IDisposable {
                             if (hasTexture && pointsGroup._groupImageData !== null) {
                                 width = pointsGroup._groupImgWidth;
                                 height = pointsGroup._groupImgHeight;
-                                pointColors = this._getColorIndicesForCoord(pointsGroup, Math.floor(uvPoint.x * width), Math.round((1 - uvPoint.y) * height), width);
+                                pointColors = this._getColorIndicesForCoord(pointsGroup, Math.round(uvPoint.x * width), Math.round(uvPoint.y * height), width);
                                 particle.color = pointColors;
                                 this._colors.push(pointColors.r, pointColors.g, pointColors.b, pointColors.a);
                             }