TADAM!
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@ -365,3 +365,4 @@ FodyWeavers.xsd
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/Release/SQCSim2021.exe
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/SQCSim2021/Debug
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/SQCSim2021/Release
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/SQCSim2021/media/chunks
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@ -110,9 +110,6 @@ void Engine::DrawHud(float elapsedTime) {
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ss << " Rendered Chunks : " << m_renderCount;
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PrintText(10, Height() - 35, ss.str());
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ss.str("");
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ss << " Bad Hits on Chunks : " << m_badHitCount;
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PrintText(10, Height() - 45, ss.str());
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ss.str("");
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ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l ’ operateur << pour afficher la position
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PrintText(10, 10, ss.str());
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ss.str("");
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@ -121,10 +118,6 @@ void Engine::DrawHud(float elapsedTime) {
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ss.str("");
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ss << " Position : " << m_player.GetPosition();
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PrintText(10, 30, ss.str());
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ss.str("");
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ss << " CamPos : " << m_player.GetPOV();
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PrintText(10, 40, ss.str());
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// Affichage du crosshair
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m_textureCrosshair.Bind();
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static const int crossSize = 32;
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glLoadIdentity();
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@ -18,7 +18,6 @@ void Player::TurnTopBottom(float value) {
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else if (m_rotX < -80) m_rotX = -80;
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}
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Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime) {
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Vector3f delta = Vector3f(0, 0, 0);
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@ -303,7 +303,7 @@ void World::RenderWorld(int& rendercount, int& badhitcount, Player& player, Tran
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if (dist > VIEW_DISTANCE * .5f) {
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sinus = .00872653549f; // sin(1/2 degré)
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cosinus = .99996192306; // cos(1/2 degré)
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echantillons = 120;
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echantillons = 180;
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}
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else if (dist > VIEW_DISTANCE * .5f) {
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sinus = .01151891831f; // sin(2/3 degré)
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