Changes in / [3d96d13:1e3dddf] in opengl-game
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new-game.cpp
r3d96d13 r1e3dddf 265 265 glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); 266 266 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); 267 #else 267 #endif 268 269 GLFWwindow* window = NULL; 270 GLFWmonitor* mon = NULL; 271 268 272 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); 269 273 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); 270 #endif271 272 GLFWwindow* window = NULL;273 GLFWmonitor* mon = NULL;274 275 274 glfwWindowHint(GLFW_SAMPLES, 16); 276 275 glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, true); … … 301 300 glDebugMessageCallback((GLDEBUGPROC)debugGlCallback, nullptr); 302 301 cout << "Bound debug callback" << endl; 303 } else {304 cout << "OpenGL debugg message callback is not supported" << endl;305 302 } 306 303 … … 799 796 800 797 // this code moves the asteroids 801 for ( unsignedint i = 0; i < objects.size(); i++) {798 for (int i = 0; i < objects.size(); i++) { 802 799 if (objects[i]->type == TYPE_ASTEROID && !objects[i]->deleted) { 803 800 transformObject(*objects[i], translate(mat4(1.0f), vec3(0.0f, 0.0f, 0.04f)), ubo); … … 1247 1244 1248 1245 obj->normals.reserve(obj->points.size()); 1249 for ( unsignedint i = 0; i < obj->points.size(); i += 9) {1246 for (int i = 0; i < obj->points.size(); i += 9) { 1250 1247 vec3 point1 = vec3(obj->points[i], obj->points[i + 1], obj->points[i + 2]); 1251 1248 vec3 point2 = vec3(obj->points[i + 3], obj->points[i + 4], obj->points[i + 5]); … … 1335 1332 1336 1333 // start from the second point 1337 for ( unsignedint i = 3; i < obj->points.size(); i += 3) {1334 for (int i = 3; i < obj->points.size(); i += 3) { 1338 1335 if (min_x > obj->points[i]) { 1339 1336 min_x = obj->points[i]; … … 1372 1369 obj->bounding_radius = radius_z; 1373 1370 1374 for ( unsignedint i = 0; i < obj->points.size(); i += 3) {1371 for (int i = 0; i < obj->points.size(); i += 3) { 1375 1372 obj->points[i] -= obj->bounding_center.x; 1376 1373 obj->points[i + 1] -= obj->bounding_center.y; … … 2027 2024 2028 2025 glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo); 2029 for ( unsignedint i = 0; i < obj.num_points; i++) {2026 for (int i = 0; i < obj.num_points; i++) { 2030 2027 glBufferSubData(GL_ARRAY_BUFFER, (obj.vertex_vbo_offset + i) * sizeof(GLuint), sizeof(GLuint), &obj.ubo_offset); 2031 2028 } … … 2073 2070 // TODO: A lot of the values calculated here can be calculated once and saved when the laser is created, 2074 2071 // and then re-used here 2072 2073 mat4 new_model_transform = translate(mat4(1.0f), translation) * laser->model_transform; 2075 2074 2076 2075 vec3 start = vec3(laser->model_transform * vec4(0.0f, 0.0f, 0.0f, 1.0f)); … … 2298 2297 ImGuiWindowFlags_NoResize | 2299 2298 ImGuiWindowFlags_NoMove); 2300 <<<<<<< HEAD2301 2299 ImGui::Text(ssScore.str().c_str()); 2302 2300 ImGui::Text(ssFps.str().c_str()); 2303 =======2304 ImGui::Text("Score: ???");2305 ImGui::Text("FPS: %f", fps);2306 >>>>>>> 446e55df316c547047dc0eb5c46189c6958dba212307 2301 ImGui::End(); 2308 2302 }
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