Stretched water overlay to fullscreen, made it appear when camera's sugmerged, disabled the invalid rotation during submerging ( issue number #10 ), enlargened and fixed position of the island mesh.
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@@ -29,15 +29,15 @@ void Dolphin::onInit()
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engine->renderer->disableVSync();
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engine->renderer->disableVSync();
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printf("loading island..\n");
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printf("loading island..\n");
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island.loadDff("sunnyisl/", "sunnyisl", 1.0F, false);
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island.loadDff("sunnyisl/", "sunnyisl", 5.0F, false);
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printf("Loaded..\n");
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printf("Loaded..\n");
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island.rotation.x = -1.6F;
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island.rotation.x = -1.6F;
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island.position.set(0.0F, 10.0F, 20.0F);
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island.position.set(0.0F, 60.0F, 20.0F);
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island.shouldBeBackfaceCulled = true;
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island.shouldBeBackfaceCulled = true;
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island.shouldBeFrustumCulled = false;
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island.shouldBeFrustumCulled = false;
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printf("Loading water overlay...\n");
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printf("Loading water overlay...\n");
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waterOverlay.size.set(100.0F, 100.0F);
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waterOverlay.size.set(640.0F, 480.0F);
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Texture *watOverlayTex = texRepo->add("2d/", "underwater_overlay", PNG);
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Texture *watOverlayTex = texRepo->add("2d/", "underwater_overlay", PNG);
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watOverlayTex->addLink(waterOverlay.getId());
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watOverlayTex->addLink(waterOverlay.getId());
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printf("Loaded.\n");
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printf("Loaded.\n");
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@@ -98,6 +98,6 @@ void Dolphin::onUpdate()
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engine->renderer->draw(skybox);
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engine->renderer->draw(skybox);
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engine->renderer->draw(waterbox);
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engine->renderer->draw(waterbox);
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engine->renderer->draw(player.mesh);
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engine->renderer->draw(player.mesh);
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//if (player.mesh.position.y < WATER_LEVEL)
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if (camera.position.y < WATER_LEVEL)
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//engine->renderer->draw(waterOverlay);
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engine->renderer->draw(waterOverlay);
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}
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}
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@@ -65,13 +65,14 @@ void Player::update(Pad &t_pad)
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isJumping = true;
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isJumping = true;
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else
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else
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isJumping = false;
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isJumping = false;
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/*
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if (lift < 0)
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if (lift < 0)
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mesh.rotation.y = 1;
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mesh.rotation.y = 1;
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else if (lift > 0)
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else if (lift > 0)
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mesh.rotation.y = -1;
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mesh.rotation.y = -1;
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else
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else
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mesh.rotation.y = 0;
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mesh.rotation.y = 0;
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*/
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if (velocity > 0 && mesh.getCurrentAnimationFrame() == 0)
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if (velocity > 0 && mesh.getCurrentAnimationFrame() == 0)
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{
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{
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