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~ Fixed some backgrounds being black because of wrong composite layer ordering
~ Videos should no longer appear vertically mirrored

Signed-off-by: Alexis Maiquez <almamu@almamu.com>

Alexis Maiquez %!s(int64=4) %!d(string=hai) anos
pai
achega
b920e94870

+ 5 - 5
src/WallpaperEngine/Render/CVideo.cpp

@@ -63,12 +63,12 @@ CVideo::CVideo (Core::CVideo* video, CContainer* container) :
 
     // inverted positions so the final texture is rendered properly
     GLfloat position [] = {
-        1.0f, -1.0f, 0.0f,
-        -1.0, -1.0f, 0.0f,
-        1.0f, 1.0f, 0.0f,
-        1.0f, 1.0f, 0.0f,
+        -1.0f, 1.0f, 0.0f,
+        1.0, 1.0f, 0.0f,
         -1.0f, -1.0f, 0.0f,
-        -1.0f, 1.0f, 0.0f
+        -1.0f, -1.0f, 0.0f,
+        1.0f, 1.0f, 0.0f,
+        1.0f, -1.0f, 0.0f
     };
 
     glGenBuffers (1, &this->m_texCoordBuffer);

+ 2 - 2
src/WallpaperEngine/Render/Objects/CImage.cpp

@@ -57,8 +57,8 @@ CImage::CImage (CScene* scene, Core::Objects::CImage* image) :
     nameA << "_rt_imageLayerComposite_" << this->getImage ()->getId () << "_a";
     nameB << "_rt_imageLayerComposite_" << this->getImage ()->getId () << "_b";
 
-    this->m_currentMainFBO = this->m_mainFBO = scene->createFBO (nameA.str (), ITexture::TextureFormat::ARGB8888, 1, this->m_texture->getRealWidth (), this->m_texture->getRealHeight (), this->m_texture->getRealWidth (), this->m_texture->getRealHeight ());
-    this->m_currentSubFBO = this->m_subFBO = scene->createFBO (nameB.str (), ITexture::TextureFormat::ARGB8888, 1, this->m_texture->getRealWidth (), this->m_texture->getRealHeight (), this->m_texture->getRealWidth (), this->m_texture->getRealHeight ());
+    this->m_currentMainFBO = this->m_mainFBO = scene->createFBO (nameB.str (), ITexture::TextureFormat::ARGB8888, 1, this->m_texture->getRealWidth (), this->m_texture->getRealHeight (), this->m_texture->getRealWidth (), this->m_texture->getRealHeight ());
+    this->m_currentSubFBO = this->m_subFBO = scene->createFBO (nameA.str (), ITexture::TextureFormat::ARGB8888, 1, this->m_texture->getRealWidth (), this->m_texture->getRealHeight (), this->m_texture->getRealWidth (), this->m_texture->getRealHeight ());
 
     GLfloat realWidth = this->m_texture->getRealWidth () / 2;
     GLfloat realHeight = this->m_texture->getRealHeight () / 2;