diff --git a/Application.cpp b/Application.cpp index c831a4f..80e9245 100644 --- a/Application.cpp +++ b/Application.cpp @@ -31,7 +31,7 @@ #include "DeleteListener.h" #include "CameraButtonListener.h" #include "RotateButtonListener.h" -#define LEGACY_LOAD_G3DFUN_LEVEL +//#define LEGACY_LOAD_G3DFUN_LEVEL Ray testRay; static int cursorid = 0; static int cursorOvrid = 0; @@ -512,7 +512,7 @@ int Application::getMode() void Application::drawOutline(Vector3 from, Vector3 to, RenderDevice* rd, LightingParameters lighting, Vector3 size, Vector3 pos, CoordinateFrame c) { - + rd->disableLighting(); Color3 outline = Color3::cyan();//Color3(0.098F,0.6F,1.0F); float offsetSize = 0.05F; //X @@ -534,8 +534,6 @@ void Application::drawOutline(Vector3 from, Vector3 to, RenderDevice* rd, Lighti if(_mode == ARROWS) { - rd->setLight(0, NULL); - rd->setAmbientLightColor(Color3(1,1,1)); AABox box; c.toWorldSpace(Box(from, to)).getBounds(box); @@ -556,14 +554,10 @@ void Application::drawOutline(Vector3 from, Vector3 to, RenderDevice* rd, Lighti - rd->setAmbientLightColor(lighting.ambient); - rd->setLight(0, GLight::directional(lighting.lightDirection, lighting.lightColor)); } else if(_mode == RESIZE) { Color3 sphereColor = outline; - rd->setLight(0, NULL); - rd->setAmbientLightColor(Color3(1,1,1)); Vector3 gamepoint = pos; Vector3 camerapoint = rd->getCameraToWorldMatrix().translation; float distance = pow(pow((double)gamepoint.x - (double)camerapoint.x, 2) + pow((double)gamepoint.y - (double)camerapoint.y, 2) + pow((double)gamepoint.z - (double)camerapoint.z, 2), 0.5); @@ -573,25 +567,23 @@ void Application::drawOutline(Vector3 from, Vector3 to, RenderDevice* rd, Lighti float multiplier = distance * 0.025F/2; if(multiplier < 0.25F) multiplier = 0.25F; - Vector3 position = pos + (c.lookVector()*((size.z/2)+1)); + Vector3 position = pos + (c.lookVector()*((size.z)+1)); Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear()); - position = pos - (c.lookVector()*((size.z/2)+1)); + position = pos - (c.lookVector()*((size.z)+1)); Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear()); - position = pos + (c.rightVector()*((size.x/2)+1)); + position = pos + (c.rightVector()*((size.x)+1)); Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear()); - position = pos - (c.rightVector()*((size.x/2)+1)); + position = pos - (c.rightVector()*((size.x)+1)); Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear()); - position = pos + (c.upVector()*((size.y/2)+1)); + position = pos + (c.upVector()*((size.y)+1)); Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear()); - position = pos - (c.upVector()*((size.y/2)+1)); + position = pos - (c.upVector()*((size.y)+1)); Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear()); } - rd->setAmbientLightColor(lighting.ambient); - rd->setLight(0, GLight::directional(lighting.lightDirection, lighting.lightColor)); } - + rd->enableLighting(); } void Application::exitApplication()