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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
Merge branch 'milek-dev' into gfx-work
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@@ -499,6 +499,10 @@ void TController::TableTraceRoute(double fDistance, TDynamicObject *pVehicle)
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tLast = nullptr; //żaden nie sprawdzony
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SemNextIndex = -1;
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SemNextStopIndex = -1;
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if( VelSignalLast == 0.0 ) {
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// don't allow potential red light overrun keep us from reversing
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VelSignalLast = -1.0;
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}
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fTrackLength = pTrack->Length(); //skasowanie zmian w zmiennej żeby poprawnie liczyło w dalszych krokach
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MoveDistanceReset(); // AI startuje 1s po zaczęciu jazdy i mógł już coś przejechać
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}
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@@ -287,14 +287,12 @@ TTraction::create_geometry( gfx::geometrybank_handle const &Bank ) {
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// Przewody pionowe (wieszaki) 'Marcin, poprawki na 2 przewody jezdne 'Winger
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if( Wires > 1 ) {
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auto const flo { static_cast<float>( Wires == 4 ? 0.25f * fHeightDifference : 0 ) };
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auto const flo1 { static_cast<float>( Wires == 4 ? +0.05 : 0 ) };
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for( int i = 0; i < iNumSections - 1; ++i ) {
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float flo, flo1;
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flo = ( Wires == 4 ? 0.25f * fHeightDifference : 0 );
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flo1 = ( Wires == 4 ? +0.05 : 0 );
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pt3 = pPoint3 + v1 * f;
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pt4 = pPoint1 + v2 * f;
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t = ( 1 - std::fabs( f - mid ) * 2 );
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if( ( i % 2 ) == 0 ) {
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startvertex.position =
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glm::vec3(
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@@ -319,7 +317,7 @@ TTraction::create_geometry( gfx::geometrybank_handle const &Bank ) {
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glm::vec3(
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pt4.x + ( pPoint2.z / ddp - pPoint1.z / ddp ) * WireOffset - m_origin.x,
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pt4.y - m_origin.y,
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pt4.z - ( -pPoint2.x / ddp + pPoint1.x / ddp ) * WireOffset - m_origin.z );
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pt4.z + ( -pPoint2.x / ddp + pPoint1.x / ddp ) * WireOffset - m_origin.z );
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vertices.emplace_back( startvertex );
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vertices.emplace_back( endvertex );
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}
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@@ -182,7 +182,7 @@ opengl_material::deserialize_mapping( cParser &Input, int const Priority, bool c
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// seasonal textures override generic textures
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// skip the opening bracket
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auto const value { Input.getToken<std::string>( true, "\n\r\t ;" ) };
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while( true == deserialize_mapping( Input, 1, Loadnow ) ) {
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while( true == deserialize_mapping( Input, Priority + 1, Loadnow ) ) {
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; // all work is done in the header
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}
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}
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