I really don't know.
Important : before an image is flipped, I can see clearly an image not flipped for 1 frame, then it's flipped.
I will definitly try to understand where does it come, maybe make a little piece of code to reproduce the thing if I manage to do it...
I will up this post when I'll be done with that.
Edit :
Without using ANY RTT, textures are NEVER flipped.
It's not the fact to create an RTT which flip textures.
It's the fact to put it as a texture for a model like the following :
Code: Select all
node->setMaterialTexture(0, RTTTex);
And images in game are not flipped.
So what I think is :
Before using any RTT everything is normal.
Then in-game, an RTT is used as texture for a model : while the model is in the scene, images are not flipped.
Then return to menu, the model using RTT texture is deleted (node->remove) so the RTT is not used any more, however it had been used , images are flipped.
So we could think that :
Code: Select all
bool inverse(bool value) {
return(value?false:true);
}
bool textures_are_flipped=false;
if(an_rtt_have_been_applyed_to_a_model) inverse(textures_are_flipped);
if(an_rtt_is_currently_allpyed_to_a_model) inverse(textures_are_flipped);
in game, both condition are true, so images are not flipped.
In menu, the second condition is false, so the image is flipped :Indeed an RTT had been created and applyed to a model, however the model is not anymore on the scene, so...
There must be something which act like this in Irrlicht code
Could you tell me what does flip texture when using RTT texture ?
I mean the bug which made you change the draw2DImage function from the driver, in OpenGL. I could probably look at the code too see if I can find something wrong...