found fopen() bug, implemented workaroung

This commit is contained in:
Sandro Sobczyński
2020-11-02 15:57:36 +01:00
parent 138ab762ba
commit 06a440243a
9 changed files with 366 additions and 296 deletions
+24 -42
View File
@@ -79,53 +79,36 @@ void Ari::onInit()
texRepo = engine.renderer->getTextureRepository();
// engine.audio.play();
// Vector3 islandPos = Vector3(0.0F, 10.0F, 0.0F);
// island = new Mesh();
// island->rotation.x = -1.6F;
// island->loadDff("sunnyisl/", "sunnyisl.dff", islandPos, 0.1F);
// texRepo->addByMesh("sunnyisl/", *island);
// island->shouldBeFrustumCulled = false;
// island->shouldBeBackfaceCulled = true;
test = new Mesh();
Vector3 initPos = Vector3(0.00F, 00.00F, 0.00F);
test->loadMD2("warrior/", "warrior", initPos, 0.2F, true);
texRepo->addByMesh("warrior/", *test);
test->rotation.x = -1.6F;
test->playAnimation(0, 25);
// test->shouldBeBackfaceCulled = false;
// test->shouldBeFrustumCulled = false;
// islandAddons = new Mesh();
// islandAddons->rotation.x = -1.6F;
// islandAddons->loadDff("sunnyisl/", "sunnyisl3.dff", islandPos, 0.1F);
// islandAddons->shouldBeFrustumCulled = false;
// test = new Mesh();
// Vector3 testpos = Vector3(0.0F, 00.0F, 0.0F);
// test->loadObj("pillar/", "pillar", testpos, .1F, 1);
// texRepo->addByMesh("pillar/", *test);
// std::vector<MeshTexture *> *textures = texRepo->getAll();
// textures->at(0)->removeLink(test->id, test->getMaterial(0).getId());
// MeshTexture *tex = texRepo->add("objanim/", "water");
// tex->addLink(test->id, test->getMaterial(0).getId());
// texRepo->removeById(textures->at(0)->getId());
// test->playAnimation(0, 0);
// test->shouldBeBackfaceCulled = true;
// TODO 1 - Merge md2
// TODO 2 - Refactor mesh, loaders
// TODO 3 - const & in parameters
// TODO 4 - Destructor
// TODO 5 - Mesh copy();
// TODO 1 - Refactor mesh, loaders
// TODO 2 - const & in parameters
// TODO 3 - Destructor mesh
// TODO 4 - Destructor RwClump in dff loader
// TODO 5 - Test mesh copy();
// test->shouldBeFrustumCulled = true;
// skybox = new Mesh();
// Vector3 skyboxPos = Vector3(0.0F, 10.0F, 0.0F);
// skybox->loadObj("skybox/", "skybox", skyboxPos, 80.0F, 1, false);
// skybox->shouldBeFrustumCulled = true;
// texRepo->addByMesh("skybox/", *skybox);
test = new Mesh();
skybox = new Mesh();
island = new Mesh();
island->loadDff("sunnyisl/", "sunnyisl", 0.1F, false);
test->loadMD2("warrior/", "warrior", 0.2F, true);
skybox->loadObj("skybox/", "skybox", 80.0F, false); // po zamianie miejscami działa
test->rotation.x = -1.6F;
test->playAnimation(9, 15, 0);
skybox->position.set(0.0F, 10.0F, 0.0F);
island->rotation.x = -1.6F;
island->position.set(0.0F, 10.0F, 0.0F);
texRepo->addByMesh("warrior/", *test);
texRepo->addByMesh("skybox/", *skybox);
texRepo->addByMesh("sunnyisl/", *island);
// waterFloors = new Mesh *[WATER_TILES_COUNT];
// spirals = new Point[WATER_TILES_COUNT];
@@ -159,13 +142,12 @@ void Ari::initBulb()
void Ari::onUpdate()
{
if (engine.pad.isCrossClicked)
printf("FPS:%f\n", engine.fps);
camera->update(engine.pad, player->mesh);
engine.renderer->draw(test);
// engine.renderer->draw(skybox);
// engine.renderer->draw(island);
engine.renderer->draw(skybox);
engine.renderer->draw(island);
// engine.renderer->draw(islandAddons);
// // engine.renderer->draw(&player->mesh);
// for (u8 i = 0; i < WATER_TILES_COUNT; i++)