// space, as the texture has a number of different trees on
// it. Here we assign random coordinates and let the shader
// choose the variety.
- // Height isn't quite 0.25 to allow for UV map bleeding when
- // mipmaps are generated.
float variety = mt_rand(&seed);
t->push_back(Vec2(variety, 0.0f));
t->push_back(Vec2(variety + 1.0f, 0.0f));
- t->push_back(Vec2(variety + 1.0f, 0.246f));
- t->push_back(Vec2(variety, 0.246f));
+ t->push_back(Vec2(variety + 1.0f, 1.0f));
+ t->push_back(Vec2(variety, 1.0f));
}
Geometry* result = new Geometry;
result->setVertexArray(v);