/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
Vector2 topLeft = Vector2( position.x - 0.5f, position.y - 0.5f );
float fBlockX = texelBlockWidth * static_cast< float >( block % atlasWidthInBlocks );
+
+ // In the next expression, we have purposely made ( block / atlasWidthInBlocks ) yield an integer value and then convert to float as
+ // we do not want the remainder in that expression to affect the value of fBlockY
float fBlockY = texelBlockHeight * static_cast< float >( block / atlasWidthInBlocks );
// Add on texture filtering compensation ( half a texel plus compensation for filled pixel in top left corner )
second.mIndices.Begin(),
second.mIndices.End() );
- for( Vector<unsigned int>::Iterator it = first.mIndices.Begin() + indicesCount,
+ for( Vector<unsigned short>::Iterator it = first.mIndices.Begin() + indicesCount,
endIt = first.mIndices.End();
it != endIt;
++it )