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@@ -813,9 +813,9 @@
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}
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positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
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normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
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- uvs.push(faceUV[0].x + (faceUV[0].z - faceUV[0].x) * j / tessellation, faceUV[0].y + (faceUV[0].w - faceUV[0].y) * h);
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+ uvs.push(faceUV[1].x + (faceUV[1].z - faceUV[1].x) * j / tessellation, faceUV[1].y + (faceUV[1].w - faceUV[1].y) * h);
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if (faceColors) {
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- colors.push(faceColors[0].r, faceColors[0].g, faceColors[0].b, faceColors[0].a);
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+ colors.push(faceColors[1].r, faceColors[1].g, faceColors[1].b, faceColors[1].a);
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}
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}
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}
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@@ -845,10 +845,10 @@
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var angle;
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var circleVector;
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var i: number;
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- var u: Vector4 = (isTop) ? faceUV[1] : faceUV[2];
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+ var u: Vector4 = (isTop) ? faceUV[2] : faceUV[0];
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var c: Color4;
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if (faceColors) {
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- c = (isTop) ? faceColors[1] : faceColors[2];
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+ c = (isTop) ? faceColors[2] : faceColors[0];
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}
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for (i = 0; i < tessellation; i++) {
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angle = Math.PI * 2 * i / tessellation;
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