Merge branch 'SQC-15_paquets' into SQC-15_animation
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@@ -71,101 +71,20 @@ void RemotePlayer::Feed(const netprot::Output out) {
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void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, float elapsedTime)
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{
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m_texture_front.Bind();
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shader.Use();
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//m_texture_front.Bind();
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//float x = current.position.x;
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//float y = current.position.y;
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//float z = current.position.z;
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float x = 128.0f;
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float y = 21.0f;
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float z = 128.0f;
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float quadSize = 300.0f;
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float u, v, w, h;
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atlas.Bind();
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atlas.TextureIndexToCoord(0, u, v, w, h);
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glBegin(GL_QUADS);
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glNormal3f(0, 0, 1);
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// Face avant
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glTexCoord2f(0, 0);
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glVertex3f(x - quadSize / 2, y - quadSize / 2, z + quadSize / 2);
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glTexCoord2f(1, 0);
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glVertex3f(x + quadSize / 2, y - quadSize / 2, z + quadSize / 2);
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glTexCoord2f(1, 1);
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glVertex3f(x + quadSize / 2, y + quadSize / 2, z + quadSize / 2);
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glTexCoord2f(0, 1);
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glVertex3f(x - quadSize / 2, y + quadSize / 2, z + quadSize / 2);
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// Face arri<72>re
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glTexCoord2f(0, 0);
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glVertex3f(x + quadSize / 2, y - quadSize / 2, z - quadSize / 2);
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glTexCoord2f(1, 0);
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glVertex3f(x - quadSize / 2, y - quadSize / 2, z - quadSize / 2);
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glTexCoord2f(1, 1);
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glVertex3f(x - quadSize / 2, y + quadSize / 2, z - quadSize / 2);
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glTexCoord2f(0, 1);
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glVertex3f(x + quadSize / 2, y + quadSize / 2, z - quadSize / 2);
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// Face droite
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glTexCoord2f(0, 0);
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glVertex3f(x + quadSize / 2, y - quadSize / 2, z + quadSize / 2);
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glTexCoord2f(1, 0);
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glVertex3f(x + quadSize / 2, y - quadSize / 2, z - quadSize / 2);
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glTexCoord2f(1, 1);
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glVertex3f(x + quadSize / 2, y + quadSize / 2, z - quadSize / 2);
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glTexCoord2f(0, 1);
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glVertex3f(x + quadSize / 2, y + quadSize / 2, z + quadSize / 2);
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// Face gauche
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glTexCoord2f(0, 0);
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glVertex3f(x - quadSize / 2, y - quadSize / 2, z - quadSize / 2);
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glTexCoord2f(1, 0);
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glVertex3f(x - quadSize / 2, y - quadSize / 2, z + quadSize / 2);
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glTexCoord2f(1, 1);
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glVertex3f(x - quadSize / 2, y + quadSize / 2, z + quadSize / 2);
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glTexCoord2f(0, 1);
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glVertex3f(x - quadSize / 2, y + quadSize / 2, z - quadSize / 2);
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// Face sup<75>rieure
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glTexCoord2f(0, 0);
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glVertex3f(x - quadSize / 2, y + quadSize / 2, z + quadSize / 2);
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glTexCoord2f(1, 0);
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glVertex3f(x + quadSize / 2, y + quadSize / 2, z + quadSize / 2);
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glTexCoord2f(1, 1);
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glVertex3f(x + quadSize / 2, y + quadSize / 2, z - quadSize / 2);
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glTexCoord2f(0, 1);
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glVertex3f(x - quadSize / 2, y + quadSize / 2, z - quadSize / 2);
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// Face inf<6E>rieure
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glTexCoord2f(0, 0);
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glVertex3f(x - quadSize / 2, y - quadSize / 2, z - quadSize / 2);
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glTexCoord2f(1, 0);
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glVertex3f(x + quadSize / 2, y - quadSize / 2, z - quadSize / 2);
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glTexCoord2f(1, 1);
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glVertex3f(x + quadSize / 2, y - quadSize / 2, z + quadSize / 2);
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glTexCoord2f(0, 1);
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glVertex3f(x - quadSize / 2, y - quadSize / 2, z + quadSize / 2);
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glTexCoord2f(u, v); glVertex3f(0, 50., 0);
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glTexCoord2f(u+w, v); glVertex3f(50., 50., 0);
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glTexCoord2f(u+w, v+h); glVertex3f(50., 0, 0);
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glTexCoord2f(u, v+h); glVertex3f(0, 0, 0);
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glEnd();
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shader.Disable();
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}
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bool RemotePlayer::LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError)
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