Changes in / [3d96d13:1e3dddf] in opengl-game


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  • new-game.cpp

    r3d96d13 r1e3dddf  
    265265   glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    266266   glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    267 #else
     267#endif
     268
     269   GLFWwindow* window = NULL;
     270   GLFWmonitor* mon = NULL;
     271
    268272   glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
    269273   glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    270 #endif
    271 
    272    GLFWwindow* window = NULL;
    273    GLFWmonitor* mon = NULL;
    274 
    275274   glfwWindowHint(GLFW_SAMPLES, 16);
    276275   glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, true);
     
    301300      glDebugMessageCallback((GLDEBUGPROC)debugGlCallback, nullptr);
    302301      cout << "Bound debug callback" << endl;
    303    } else {
    304      cout << "OpenGL debugg message callback is not supported" << endl;
    305302   }
    306303
     
    799796
    800797         // this code moves the asteroids
    801          for (unsigned int i = 0; i < objects.size(); i++) {
     798         for (int i = 0; i < objects.size(); i++) {
    802799            if (objects[i]->type == TYPE_ASTEROID && !objects[i]->deleted) {
    803800               transformObject(*objects[i], translate(mat4(1.0f), vec3(0.0f, 0.0f, 0.04f)), ubo);
     
    12471244
    12481245   obj->normals.reserve(obj->points.size());
    1249    for (unsigned int i = 0; i < obj->points.size(); i += 9) {
     1246   for (int i = 0; i < obj->points.size(); i += 9) {
    12501247      vec3 point1 = vec3(obj->points[i], obj->points[i + 1], obj->points[i + 2]);
    12511248      vec3 point2 = vec3(obj->points[i + 3], obj->points[i + 4], obj->points[i + 5]);
     
    13351332
    13361333   // start from the second point
    1337    for (unsigned int i = 3; i < obj->points.size(); i += 3) {
     1334   for (int i = 3; i < obj->points.size(); i += 3) {
    13381335      if (min_x > obj->points[i]) {
    13391336         min_x = obj->points[i];
     
    13721369      obj->bounding_radius = radius_z;
    13731370
    1374    for (unsigned int i = 0; i < obj->points.size(); i += 3) {
     1371   for (int i = 0; i < obj->points.size(); i += 3) {
    13751372      obj->points[i] -= obj->bounding_center.x;
    13761373      obj->points[i + 1] -= obj->bounding_center.y;
     
    20272024
    20282025   glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
    2029    for (unsigned int i = 0; i < obj.num_points; i++) {
     2026   for (int i = 0; i < obj.num_points; i++) {
    20302027      glBufferSubData(GL_ARRAY_BUFFER, (obj.vertex_vbo_offset + i) * sizeof(GLuint), sizeof(GLuint), &obj.ubo_offset);
    20312028   }
     
    20732070   // TODO: A lot of the values calculated here can be calculated once and saved when the laser is created,
    20742071   // and then re-used here
     2072
     2073   mat4 new_model_transform = translate(mat4(1.0f), translation) * laser->model_transform;
    20752074
    20762075   vec3 start = vec3(laser->model_transform * vec4(0.0f, 0.0f, 0.0f, 1.0f));
     
    22982297         ImGuiWindowFlags_NoResize |
    22992298         ImGuiWindowFlags_NoMove);
    2300 <<<<<<< HEAD
    23012299      ImGui::Text(ssScore.str().c_str());
    23022300      ImGui::Text(ssFps.str().c_str());
    2303 =======
    2304       ImGui::Text("Score: ???");
    2305       ImGui::Text("FPS:   %f", fps);
    2306 >>>>>>> 446e55df316c547047dc0eb5c46189c6958dba21
    23072301      ImGui::End();
    23082302   }
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