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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-21 07:59:18 +02:00

Remove not needed casts, variables and switch from double precission to float precission for some angle vectors

This commit is contained in:
docentYT
2026-04-28 00:51:17 +02:00
parent cba106e22e
commit 623c4f827e
15 changed files with 44 additions and 49 deletions

View File

@@ -3106,17 +3106,16 @@ bool opengl33_renderer::Render(TModel3d *Model, material_data const *Material, f
return true;
}
bool opengl33_renderer::Render(TModel3d *Model, material_data const *Material, float const Squaredistance, glm::dvec3 const &Position, glm::vec3 const &A)
bool opengl33_renderer::Render(TModel3d *Model, material_data const *Material, float const Squaredistance, glm::dvec3 const &Position, glm::vec3 const &Angle)
{
glm::dvec3 Angle(A); // TODO: Why copy?
::glPushMatrix();
::glTranslated(Position.x, Position.y, Position.z);
if (Angle.y != 0.0)
::glRotated(Angle.y, 0.0, 1.0, 0.0);
::glRotated(Angle.y, 0.f, 1.f, 0.f);
if (Angle.x != 0.0)
::glRotated(Angle.x, 1.0, 0.0, 0.0);
::glRotated(Angle.x, 1.f, 0.f, 0.f);
if (Angle.z != 0.0)
::glRotated(Angle.z, 0.0, 0.0, 1.0);
::glRotated(Angle.z, 0.f, 0.f, 1.f);
auto const result = Render(Model, Material, Squaredistance);
@@ -3981,17 +3980,16 @@ bool opengl33_renderer::Render_Alpha(TModel3d *Model, material_data const *Mater
return true;
}
bool opengl33_renderer::Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance, glm::dvec3 const &Position, glm::vec3 const &A)
bool opengl33_renderer::Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance, glm::dvec3 const &Position, glm::vec3 const &Angle)
{
glm::dvec3 Angle(A); // TODO: Why copy?
::glPushMatrix();
::glTranslated(Position.x, Position.y, Position.z);
if (Angle.y != 0.0)
::glRotated(Angle.y, 0.0, 1.0, 0.0);
::glRotated(Angle.y, 0.f, 1.f, 0.f);
if (Angle.x != 0.0)
::glRotated(Angle.x, 1.0, 0.0, 0.0);
::glRotated(Angle.x, 1.f, 0.f, 0.f);
if (Angle.z != 0.0)
::glRotated(Angle.z, 0.0, 0.0, 1.0);
::glRotated(Angle.z, 0.f, 0.f, 1.f);
auto const result = Render_Alpha(Model, Material, Squaredistance); // position is effectively camera offset