static game #1
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@@ -33,7 +33,7 @@ public:
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~GifSender();
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void initPacket(u8 context);
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void addObject(RenderData *t_renderData, Mesh *t_objects3D, u32 vertexCount, VECTOR *vertices, VECTOR *normals, VECTOR *coordinates, LightBulb *t_bulbs, u16 t_bulbsCount, texbuffer_t *textureBuffer);
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void addObject(RenderData *t_renderData, Mesh &t_mesh, u32 vertexCount, VECTOR *vertices, VECTOR *normals, VECTOR *coordinates, LightBulb *t_bulbs, u16 t_bulbsCount, texbuffer_t *textureBuffer);
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void addClear(zbuffer_t *t_zBuffer);
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void sendPacket();
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void sendClear(zbuffer_t *t_zBuffer);
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@@ -35,22 +35,22 @@ public:
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prim_t prim;
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/** PATH3 Many + lighting */
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void drawByPath3(Mesh **t_meshes, u16 t_amount, LightBulb *t_bulbs, u16 t_bulbsCount);
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void drawByPath3(Mesh *t_meshes, u16 t_amount, LightBulb *t_bulbs, u16 t_bulbsCount);
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/** PATH3 Single + lighting */
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void drawByPath3(Mesh *t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount);
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void drawByPath3(Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount);
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/** PATH3 Many */
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void drawByPath3(Mesh **t_meshes, u16 t_amount);
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void drawByPath3(Mesh *t_meshes, u16 t_amount);
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/** PATH3 Single */
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void drawByPath3(Mesh *t_mesh);
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void drawByPath3(Mesh &t_mesh);
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/** PATH1 Many + lighting */
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void draw(Mesh **t_meshes, u16 t_amount, LightBulb *t_bulbs, u16 t_bulbsCount);
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void draw(Mesh *t_meshes, u16 t_amount, LightBulb *t_bulbs, u16 t_bulbsCount);
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/** PATH1 Single + lighting */
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void draw(Mesh *t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount);
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void draw(Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount);
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/** PATH1 Many */
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void draw(Mesh **t_meshes, u16 t_amount);
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void draw(Mesh *t_meshes, u16 t_amount);
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/** PATH1 Single */
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void draw(Mesh *t_mesh);
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void draw(Mesh &t_mesh);
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void setCameraDefinitions(Matrix *t_worldView, Vector3 *t_cameraPos, Plane *t_planes);
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@@ -59,7 +59,7 @@ public:
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TextureRepository *getTextureRepository() { return &textureRepo; };
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private:
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void changeTexture(Mesh *t_mesh, u32 t_materialId);
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void changeTexture(const Mesh &t_mesh, u32 t_materialId);
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u32 lastTextureId;
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texbuffer_t textureBuffer;
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u8 isTextureVRAMAllocated;
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@@ -28,11 +28,11 @@ public:
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~VifSender();
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// TODO refactor
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void drawMesh(RenderData *t_renderData, Matrix t_perspective, u32 vertCount2, VECTOR *vertices, VECTOR *normals, VECTOR *coordinates, Mesh *t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount, texbuffer_t *textureBuffer);
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void drawMesh(RenderData *t_renderData, Matrix t_perspective, u32 vertCount2, VECTOR *vertices, VECTOR *normals, VECTOR *coordinates, const Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount, texbuffer_t *textureBuffer);
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void sendMatrices(const RenderData &t_renderData, const Vector3 &t_position, const Vector3 &t_rotation);
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private:
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void drawVertices(Mesh *t_mesh, u32 t_start, u32 t_end, VECTOR *t_vertices, VECTOR *t_coordinates, prim_t *t_prim, texbuffer_t *textureBuffer);
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void drawVertices(const Mesh &t_mesh, u32 t_start, u32 t_end, VECTOR *t_vertices, VECTOR *t_coordinates, prim_t *t_prim, texbuffer_t *textureBuffer);
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VU1 vu1; // TODO
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MATRIX localWorld, localScreen;
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VECTOR position, rotation;
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