Changed the way controllerflags are rendered, they work now
This commit is contained in:
29
main.cpp
29
main.cpp
@@ -514,12 +514,27 @@ std::string GetFileInPath(std::string file)
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void makeFlag(Vector3 &vec, RenderDevice* &rd)
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{
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Vector3 up = Vector3(vec.x, vec.y+3, vec.z);
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Draw::lineSegment(G3D::LineSegment::fromTwoPoints(vec, up), rd, Color3::blue());
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G3D::Array<Vector2> parray;
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parray.push(Vector2(up.x, up.y));
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parray.push(Vector2(up.x-1, up.y-.5));
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parray.push(Vector2(up.x, up.y-1));
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Draw::poly2D(parray, rd, Color3::blue());
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//Draw::lineSegment(G3D::LineSegment::fromTwoPoints(vec, up), rd, Color3::blue(), 3);
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rd->setColor(Color3::blue());
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rd->beforePrimitive();
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glBegin(GL_LINES);
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glVertex3f(vec.x, vec.y, vec.z);
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glVertex3f(up.x, up.y, up.z);
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glEnd();
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glBegin( GL_TRIANGLES );
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glVertex3f(up.x, up.y-1, up.z);
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glVertex3f(up.x, up.y-0.5, up.z-1);
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glVertex3f(up.x, up.y, up.z);
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glVertex3f(up.x, up.y, up.z);
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glVertex3f(up.x, up.y-0.5, up.z-1);
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glVertex3f(up.x, up.y-1, up.z);
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glEnd();
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rd->afterPrimitive();
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rd->setColor(Color3::white());
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//I know how i will approach this now
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}
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@@ -588,7 +603,7 @@ void Demo::onGraphics(RenderDevice* rd) {
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app->renderDevice->setAmbientLightColor(Color3(1,1,1));
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Draw::axes(CoordinateFrame(Vector3(0, 0, 0)), app->renderDevice);
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//makeFlag(Vector3(1, 0.5, 0.5), rd);
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makeFlag(Vector3(-1, 3.5, 0), rd);
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