fix tex coords to full numbers
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@@ -85,6 +85,8 @@ void Tutorial01 ::init() {
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blocksTex = engine->renderer.core.texture.repository.add(
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FileUtils::fromCwd("blocks.png"));
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blocksTex2 = engine->renderer.core.texture.repository.add(
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FileUtils::fromCwd("texture_atlas.png"));
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mcPip.setRenderer(&engine->renderer.core);
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dynpip.setRenderer(&engine->renderer.core);
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@@ -95,8 +97,8 @@ void Tutorial01 ::init() {
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for (u32 i = 0; i < picturesCount; i++)
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pictures[i] = get2DPicture(&engine->renderer);
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u32 rows = 16; // 64
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u32 columns = 16; // 64
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u32 rows = 2; // 64
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u32 columns = 2; // 64
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blocksCount = rows * columns;
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float offset = 4.0F;
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@@ -112,10 +114,12 @@ void Tutorial01 ::init() {
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translations[i].translateX(row * offset - center);
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translations[i].translateY(column * offset - center);
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translations[i].translateZ(-50.0F);
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translations[i].translateZ(-10.0F);
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u32 randRow = rand() % (rows + 1);
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u32 randColumn = rand() % (columns + 1);
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// u32 randRow = rand() % (rows + 1);
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// u32 randColumn = rand() % (columns + 1);
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u32 randRow = 0;
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u32 randColumn = 0;
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blocks[i].textureOffset =
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Vec4(mcPip.getTextureOffset() * randRow,
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@@ -145,9 +149,9 @@ void Tutorial01 ::loop() {
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engine->renderer.beginFrame(CameraInfo3D(&cameraPosition, &cameraLookAt));
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{
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for (u32 i = 0; i < blocksCount; i++) {
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rotations[i].rotateX(0.04F);
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rotations[i].rotateY(0.01F);
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rotations[i].rotateZ(0.01F);
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// rotations[i].rotateX(0.04F);
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rotations[i].rotateY(0.04F);
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// rotations[i].rotateZ(0.01F);
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blocks[i].model = translations[i] * rotations[i] * scales[i];
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}
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@@ -155,26 +159,26 @@ void Tutorial01 ::loop() {
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for (u32 i = 0; i < picturesCount; i++)
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engine->renderer.renderer2D.render(pictures[i]);
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engine->renderer.renderer3D.usePipeline(&stapip);
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{
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stapip.render(staticMesh, staOptions);
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stapip.render(skybox, skyboxOptions);
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}
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// engine->renderer.renderer3D.usePipeline(&stapip);
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// {
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// stapip.render(staticMesh, staOptions);
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// stapip.render(skybox, skyboxOptions);
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// }
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engine->renderer.renderer3D.usePipeline(&dynpip);
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{
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dynpip.render(cube);
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Threading::switchThread();
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for (u8 i = 0; i < warriorsCount; i++) {
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dynpip.render(warriors[i], dynOptions);
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if (i == 5) Threading::switchThread();
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if (i == 10) Threading::switchThread();
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if (i == 15) Threading::switchThread();
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}
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}
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// engine->renderer.renderer3D.usePipeline(&dynpip);
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// {
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// dynpip.render(cube);
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// Threading::switchThread();
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// for (u8 i = 0; i < warriorsCount; i++) {
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// dynpip.render(warriors[i], dynOptions);
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// if (i == 5) Threading::switchThread();
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// if (i == 10) Threading::switchThread();
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// if (i == 15) Threading::switchThread();
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// }
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// }
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engine->renderer.renderer3D.usePipeline(&mcPip);
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{ mcPip.render(blocks, blocksCount, blocksTex); }
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{ mcPip.render(blocks, blocksCount, blocksTex2, true); }
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}
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engine->renderer.endFrame();
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}
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