Changes in new-game.cpp [1e3dddf:446e55d] in opengl-game
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new-game.cpp
r1e3dddf r446e55d 215 215 216 216 double fps; 217 unsigned int score = 0;218 217 219 218 vec3 cam_pos; … … 265 264 glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); 266 265 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); 266 #else 267 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); 268 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); 267 269 #endif 268 270 … … 270 272 GLFWmonitor* mon = NULL; 271 273 272 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);273 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);274 274 glfwWindowHint(GLFW_SAMPLES, 16); 275 275 glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, true); … … 300 300 glDebugMessageCallback((GLDEBUGPROC)debugGlCallback, nullptr); 301 301 cout << "Bound debug callback" << endl; 302 } else { 303 cout << "OpenGL debugg message callback is not supported" << endl; 302 304 } 303 305 … … 796 798 797 799 // this code moves the asteroids 798 for ( int i = 0; i < objects.size(); i++) {800 for (unsigned int i = 0; i < objects.size(); i++) { 799 801 if (objects[i]->type == TYPE_ASTEROID && !objects[i]->deleted) { 800 802 transformObject(*objects[i], translate(mat4(1.0f), vec3(0.0f, 0.0f, 0.04f)), ubo); … … 807 809 if (((Asteroid*)objects[i])->hp <= 0) { 808 810 removeObjectFromScene(*objects[i], ubo); 809 score++;810 811 } 811 812 } … … 1244 1245 1245 1246 obj->normals.reserve(obj->points.size()); 1246 for ( int i = 0; i < obj->points.size(); i += 9) {1247 for (unsigned int i = 0; i < obj->points.size(); i += 9) { 1247 1248 vec3 point1 = vec3(obj->points[i], obj->points[i + 1], obj->points[i + 2]); 1248 1249 vec3 point2 = vec3(obj->points[i + 3], obj->points[i + 4], obj->points[i + 5]); … … 1332 1333 1333 1334 // start from the second point 1334 for ( int i = 3; i < obj->points.size(); i += 3) {1335 for (unsigned int i = 3; i < obj->points.size(); i += 3) { 1335 1336 if (min_x > obj->points[i]) { 1336 1337 min_x = obj->points[i]; … … 1369 1370 obj->bounding_radius = radius_z; 1370 1371 1371 for ( int i = 0; i < obj->points.size(); i += 3) {1372 for (unsigned int i = 0; i < obj->points.size(); i += 3) { 1372 1373 obj->points[i] -= obj->bounding_center.x; 1373 1374 obj->points[i + 1] -= obj->bounding_center.y; … … 2024 2025 2025 2026 glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo); 2026 for ( int i = 0; i < obj.num_points; i++) {2027 for (unsigned int i = 0; i < obj.num_points; i++) { 2027 2028 glBufferSubData(GL_ARRAY_BUFFER, (obj.vertex_vbo_offset + i) * sizeof(GLuint), sizeof(GLuint), &obj.ubo_offset); 2028 2029 } … … 2070 2071 // TODO: A lot of the values calculated here can be calculated once and saved when the laser is created, 2071 2072 // and then re-used here 2072 2073 mat4 new_model_transform = translate(mat4(1.0f), translation) * laser->model_transform;2074 2073 2075 2074 vec3 start = vec3(laser->model_transform * vec4(0.0f, 0.0f, 0.0f, 1.0f)); … … 2286 2285 */ 2287 2286 2288 stringstream ssScore, ssFps;2289 ssScore << "Score: " << score;2290 ssFps << "FPS: " << fps;2291 2292 2287 { 2293 2288 ImGui::SetNextWindowSize(ImVec2(95, 46), ImGuiCond_Once); … … 2297 2292 ImGuiWindowFlags_NoResize | 2298 2293 ImGuiWindowFlags_NoMove); 2299 ImGui::Text( ssScore.str().c_str());2300 ImGui::Text( ssFps.str().c_str());2294 ImGui::Text("Score: ???"); 2295 ImGui::Text("FPS: %f", fps); 2301 2296 ImGui::End(); 2302 2297 }
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