Implemented the basic matrix system in the models.
Now we can know the position of each node/polygon/point of the animated model before it's even drawn on screen. We can also know the position of the points on screen (and the depth of those points). The dirty box of the models is now computed (in a debug fashion). Somehow, models head are still bugged but it's probably due to the fact that they are not animated (and not initialised). The debug display is left activated to let Endy see the results and implement a better zbuffer refresh system
This commit is contained in:
parent
05c0f90ab2
commit
f615a07c35
13 changed files with 576 additions and 9 deletions
11
actor.cpp
11
actor.cpp
|
@ -210,13 +210,16 @@ void Actor::update() {
|
|||
pos_ += dir * walkAmt;
|
||||
}
|
||||
|
||||
for (std::list<Costume *>::iterator i = costumeStack_.begin();
|
||||
i != costumeStack_.end(); i++)
|
||||
{
|
||||
(*i)->setPosRotate( pos_, pitch_, yaw_, roll_ );
|
||||
(*i)->update();
|
||||
}
|
||||
|
||||
if (lookingMode_) {
|
||||
float lookAtAmt = Engine::instance()->perSecond(lookAtRate_);
|
||||
}
|
||||
|
||||
for (std::list<Costume *>::iterator i = costumeStack_.begin();
|
||||
i != costumeStack_.end(); i++)
|
||||
(*i)->update();
|
||||
}
|
||||
|
||||
void Actor::draw() {
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue