:godmode: ENFIN SANT-CALISSE DE CRISS
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@@ -330,7 +330,7 @@ void Engine::Init() {
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glEnable(GL_STENCIL_TEST);
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glEnable(GL_POINT_SMOOTH);
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glEnable(GL_BLEND);
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glEnable(GL_CULL_FACE);
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//glEnable(GL_CULL_FACE);
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glEnable(GL_TEXTURE_2D);
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glMatrixMode(GL_PROJECTION);
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@@ -351,7 +351,7 @@ void Engine::Init() {
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//
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// Objet de skybox avec sa propre texture et son propre shader!
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m_skybox.Init(0.2f);
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//m_skybox2.Init(1.f);
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// Objet de musique!
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//m_audio.ToggleMusicState();
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@@ -415,7 +415,7 @@ void Engine::Init() {
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m_startTime = std::chrono::high_resolution_clock::now();
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m_remotePlayer.SetPosition(Vector3f(.5,CHUNK_SIZE_Y + 10., .5));
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// Gestion de souris.
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CenterMouse();
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HideCursor();
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@@ -425,6 +425,7 @@ void Engine::DeInit() {}
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void Engine::LoadResource() {
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LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true);
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//LoadTexture(m_skybox2.GetTexture(), TEXTURE_PATH "skybox.png", true);
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LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
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LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true);
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LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false);
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@@ -772,17 +773,17 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
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fPosY = fPosYJump;
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fPosY -= charSize;
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ss << " Velocity : " << m_player.GetVelocity();
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ss << " Velocity : " << m_remotePlayer.GetVelocity();
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PrintText(fPosX, fPosY, ss.str());
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ss.str("");
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fPosY -= charSize;
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ss << " Direction : " << m_player.GetDirection();
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ss << " Player Position : " << m_player.GetPosition();
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PrintText(fPosX, fPosY, ss.str());
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ss.str("");
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fPosY -= charSize;
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ss << " Position : " << m_player.GetPosition();
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ss << " Remote Position : " << m_remotePlayer.GetPosition();//m_player.GetPosition();
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PrintText(fPosX, fPosY, ss.str());
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ss.str("");
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fPosY -= charSize;
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@@ -1083,10 +1084,7 @@ void Engine::Render(float elapsedTime) {
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m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation
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// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
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//m_remotePlayer.ApplyTransformation(all);
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m_player.ApplyTransformation(remotePlayer, true, false);
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if (m_mouseWU) bloc++;
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else if (m_mouseWD) bloc--;
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@@ -1142,19 +1140,21 @@ void Engine::Render(float elapsedTime) {
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}
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}
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if (m_isSkybox) m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
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m_remotePlayer.ApplyPhysics(Vector3f(0,0,0), &m_world, elapsedTime);
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//m_remotePlayer.ApplyTransformation(remotePlayer, false);
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m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
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m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
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m_remotePlayer.Render(m_textureAtlas, m_shader01, elapsedTime, m_player);
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glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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m_remotePlayer.Render(m_textureAtlas, m_shader01, all, elapsedTime);
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if (m_isSkybox) m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
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//glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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//m_remotePlayer.Render(m_textureAtlas, m_shader01, all, elapsedTime);
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if (m_isSkybox) m_skybox.Render(skybox);
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//if (m_isSkybox) m_skybox.Render(skybox);
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