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@@ -81,31 +81,37 @@ void RemotePlayer::Feed(const netprot::Output out) {
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//m_position = current.position;
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}
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void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime)
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void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime, Player& camera)
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{
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float x = GetPosition().x;
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float y = GetPosition().y;
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float z = GetPosition().z;
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float width = 1.f;
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float height = 1.7f;
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Matrix4 mat4 = tran.GetMatrix();
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Vector3f CameraRight = Vector3f(mat4.Get11(), mat4.Get21(), mat4.Get31());
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Vector3f CameraUp = Vector3f(mat4.Get12(), mat4.Get22(), mat4.Get32());
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Vector3f playerPosition = GetPosition() + Vector3f(0.f, 0.f, 0.f);
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//Vector3f postionCamera = camera.GetPosition();
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Vector3f v3 = (playerPosition + CameraRight * -0.5 * width + CameraUp * -0.5 * height);
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Vector3f v1 = (playerPosition + CameraRight * 0.5 * width + CameraUp * -0.5 * height);
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Vector3f v2 = (playerPosition + CameraRight * 0.5 * width + CameraUp * 0.5 * height);
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Vector3f v4 = (playerPosition + CameraRight * -0.5 * width + CameraUp * 0.5 * height);
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//Matrix4 mat4 = tran.GetMatrix();
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//mat4 VP = pMatrix * vMatrix;
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//Vector3f CameraRight = Vector3f(mat4.Get11(), mat4.Get21(), mat4.Get31());
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//Vector3f CameraUp = Vector3f(mat4.Get12(), mat4.Get22(), mat4.Get32());
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//Vector3f v1 = (m_position + CameraRight * 0.5 * width + CameraUp * -0.5 * width);
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//Vector3f v2 = (m_position + CameraRight * 0.5 * width + CameraUp * 0.5 * width);
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//Vector3f v4 = (m_position + CameraRight * -0.5 * width + CameraUp * -0.5 * width);
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//Vector3f v3 = (m_position + CameraRight * -0.5 * width + CameraUp * 0.5 * width);
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//tran.ApplyTranslation(m_position);
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float u, v, w, h;
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//glDisable(GL_DEPTH_TEST);
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shader.Use();
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atlas.Bind();
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atlas.TextureIndexToCoord(0, u, v, w, h);
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//glLoadIdentity();
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@@ -113,20 +119,19 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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glLoadMatrixf(tran.GetMatrix().GetInternalValues());
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glBegin(GL_QUADS);
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glTexCoord2f(u, v); glVertex3f(x - width/2., y - height, z); //glVertex3f(v4.x, v4.y, v4.z);//glVertex3f(0, 50, 0);
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glTexCoord2f(u + w, v); glVertex3f(x+width/2., y - height, z); //glVertex3f(v3.x, v3.y, v3.z); //glVertex3f(50,50, 0);
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glTexCoord2f(u + w, v + h); glVertex3f(x+width/2., y, z); //glVertex3f(v2.x, v2.y, v2.z); //glVertex3f(50, 0, 0);
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glTexCoord2f(u, v + h); glVertex3f(x-width/2., y, z); //glVertex3f(v1.x, v1.y, v1.z);// glVertex3f(0, 0, 0);
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glEnd();
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glTexCoord2f(u, v); glVertex3f(v1.x, v1.y, v1.z);
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glTexCoord2f(u + w, v); glVertex3f(v2.x, v2.y, v2.z);
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glTexCoord2f(u + w, v + h); glVertex3f(v3.x, v3.y, v3.z);
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glTexCoord2f(u, v + h); glVertex3f(v4.x, v4.y, v4.z);
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glEnd();
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glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
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glBlendEquation(GL_FUNC_SUBTRACT);
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glDisable(GL_BLEND);
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shader.Disable();
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//tran.ApplyTranslation(-m_position);
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//glEnable(GL_DEPTH_TEST);
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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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