fixed floors sample
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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 addObjects(RenderData *t_renderData, Mesh **t_objects3D, u32 t_amount, LightBulb *t_bulbs, u16 t_bulbsCount, texbuffer_t *textureBuffer);
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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 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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@@ -54,7 +54,7 @@ private:
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float halfScreenW, halfScreenH;
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MATRIX localWorld, localScreen, localLight;
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u32 calc3DObject(Matrix t_perspective, Mesh &t_mesh, RenderData *t_renderData, LightBulb *t_bulbs, u16 t_bulbsCount);
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void calc3DObject(Matrix t_perspective, Mesh &t_mesh, u32 vertexCount, VECTOR *vertices, VECTOR *normals, VECTOR *coordinates, RenderData *t_renderData, LightBulb *t_bulbs, u16 t_bulbsCount);
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void convertCalcs(u32 t_vertCount, VECTOR *t_vertices, VECTOR *t_colors, VECTOR *t_sts, color_t &t_color);
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void addCurrentCalcs(u32 &t_vertexCount);
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};
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@@ -80,13 +80,16 @@ public:
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// ----
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/** Add unlinked texture.
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* NOTICE: BMP (RGB 888 24bit, without color information) is suppored only!
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* @param t_subfolder Relative path. Ex.: "textures/"
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* @param t_name Filename without extension. Ex.: "water"
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*
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*/
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MeshTexture *add(char *t_subfolder, char *t_name);
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/**
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* Add linked textures in given subpath for mesh material names.
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* NOTICE: BMP (RGB 888 24bit, without color information) is suppored only!
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* @param t_path Relative path where textures should be searched
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*/
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void addByMesh(char *t_path, Mesh &mesh);
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@@ -29,14 +29,14 @@ public:
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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 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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VU1 vu1; // TODO
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MATRIX localWorld, localScreen;
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VECTOR position, rotation;
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u32 vertCount;
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VU1 vu1;
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};
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#endif
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