From 10b8d77734ebb236dca2e5b2cb11935bcb3886be Mon Sep 17 00:00:00 2001 From: MarcEricMartel Date: Mon, 27 Nov 2023 16:43:18 -0500 Subject: [PATCH] ehm --- SQCSim-srv/server.cpp | 3 +-- SQCSim2021/engine.cpp | 9 ++++++--- 2 files changed, 7 insertions(+), 5 deletions(-) diff --git a/SQCSim-srv/server.cpp b/SQCSim-srv/server.cpp index d33e0ca..996e0f6 100644 --- a/SQCSim-srv/server.cpp +++ b/SQCSim-srv/server.cpp @@ -225,7 +225,6 @@ void Server::Run() { break; case SYNC: if (Deserialize(&sync, pck, &bsize)) {} - //m_nsync = true; break; default: break; } @@ -234,7 +233,7 @@ void Server::Run() { if (conn->m_nsync) { conn->Run(m_world); - conn->sendPacks(m_sock_udp, m_players); + conn->sendPacks(m_sock_udp, m_players, 0); } } } diff --git a/SQCSim2021/engine.cpp b/SQCSim2021/engine.cpp index 240c8bb..21e275f 100644 --- a/SQCSim2021/engine.cpp +++ b/SQCSim2021/engine.cpp @@ -332,7 +332,7 @@ void Engine::Init() { glEnable(GL_STENCIL_TEST); glEnable(GL_POINT_SMOOTH); glEnable(GL_BLEND); - //glEnable(GL_CULL_FACE); + glEnable(GL_CULL_FACE); glEnable(GL_TEXTURE_2D); glMatrixMode(GL_PROJECTION); @@ -739,6 +739,7 @@ void Engine::DisplayHud(int timer) { glBindTexture(GL_TEXTURE_2D, 0); glLoadIdentity(); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glClear(GL_STENCIL_BUFFER_BIT); float itemBackgroundWidthProportion = 0.25f; float itemBackgroundHeightProportion = 0.175f; @@ -1334,10 +1335,10 @@ void Engine::Render(float elapsedTime) { Sync comp = m_syncs[sync.timestamp]; m_player.InflictDamage(sync.hp - comp.hp); - std::cout << "SID: " << sync.sid << "HP: " << sync.hp << " Pos: " << sync.position << std::endl; + std::cout << comp.position << " - " << sync.position << std::endl; Vector3f diff = sync.position - comp.position; - if (diff.Length() > .5) + if (diff.Length() > 2.5) m_player.Move(diff); // TODO: Syncer sync.timer avec le timer @@ -1363,12 +1364,14 @@ void Engine::Render(float elapsedTime) { } lsPck.clear(); + glDisable(GL_CULL_FACE); for (auto& [key, player] : m_players) { RemotePlayer* rt = static_cast(player); glClear(GL_STENCIL_BUFFER_BIT); rt->Render(m_animeAtlas, m_shader01, all, elapsedTime); m_otherplayerpos = player->GetPosition(); // Aller chercher GetPosition des deux façon, voir si ça chie. } + glEnable(GL_CULL_FACE); } }