Merge branch 'milek-dev' into gfx-work

This commit is contained in:
milek7
2018-10-10 19:33:08 +02:00
49 changed files with 1697 additions and 1026 deletions

View File

@@ -395,7 +395,7 @@ bool TSegment::RenderLoft( gfx::vertex_array &Output, Math3D::vector3 const &Ori
float m1, jmm1, m2, jmm2; // pozycje względne na odcinku 0...1 (ale nie parametr Beziera)
step = fStep;
tv1 = 1.0; // Ra: to by można było wyliczać dla odcinka, wyglądało by lepiej
tv1 = 0.0; // Ra: to by można było wyliczać dla odcinka, wyglądało by lepiej
s = fStep * iSkip; // iSkip - ile odcinków z początku pominąć
int i = iSkip; // domyślnie 0
t = fTsBuffer[ i ]; // tabela wattości t dla segmentów
@@ -433,7 +433,7 @@ bool TSegment::RenderLoft( gfx::vertex_array &Output, Math3D::vector3 const &Ori
while( tv1 < 0.0 ) {
tv1 += 1.0;
}
tv2 = tv1 - step / texturelength; // mapowanie na końcu segmentu
tv2 = tv1 + step / texturelength; // mapowanie na końcu segmentu
t = fTsBuffer[ i ]; // szybsze od GetTFromS(s);
pos2 = glm::dvec3{ FastGetPoint( t ) - Origin };
@@ -523,55 +523,3 @@ bool TSegment::RenderLoft( gfx::vertex_array &Output, Math3D::vector3 const &Ori
return true;
};
void TSegment::Render()
{
Math3D::vector3 pt;
GfxRenderer.Bind_Material( null_handle );
//m7t
/*
if (bCurve)
{
glColor3f(0, 0, 1.0f);
glBegin(GL_LINE_STRIP);
glVertex3f(Point1.x, Point1.y, Point1.z);
glVertex3f(CPointOut.x, CPointOut.y, CPointOut.z);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3f(Point2.x, Point2.y, Point2.z);
glVertex3f(CPointIn.x, CPointIn.y, CPointIn.z);
glEnd();
glColor3f(1.0f, 0, 0);
glBegin(GL_LINE_STRIP);
for (int i = 0; i <= 8; i++)
{
pt = FastGetPoint(double(i) / 8.0f);
glVertex3f(pt.x, pt.y, pt.z);
}
glEnd();
}
else
{
glColor3f(0, 0, 1.0f);
glBegin(GL_LINE_STRIP);
glVertex3f(Point1.x, Point1.y, Point1.z);
glVertex3f(Point1.x + CPointOut.x, Point1.y + CPointOut.y, Point1.z + CPointOut.z);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3f(Point2.x, Point2.y, Point2.z);
glVertex3f(Point2.x + CPointIn.x, Point2.y + CPointIn.y, Point2.z + CPointIn.z);
glEnd();
glColor3f(0.5f, 0, 0);
glBegin(GL_LINE_STRIP);
glVertex3f(Point1.x + CPointOut.x, Point1.y + CPointOut.y, Point1.z + CPointOut.z);
glVertex3f(Point2.x + CPointIn.x, Point2.y + CPointIn.y, Point2.z + CPointIn.z);
glEnd();
}
*/
}
//---------------------------------------------------------------------------