static int sv_scene = 0;
/* Components */
-#define SR_NETWORKED
+//#define SR_NETWORKED
/* uncomment this to run the game without any graphics being drawn */
//#define SR_NETWORK_TEST
.persistent = 1
});
+ vg_convar_push( (struct vg_convar){
+ .name = "fcs",
+ .data = &fc_speed,
+ .data_type = k_convar_dtype_f32,
+ .opt_f32 = { .clamp = 0 },
+ .persistent = 1
+ });
+
vg_convar_push( (struct vg_convar){
.name = "ledit",
.data = &lightedit,
physics_test_start();
}
- world_routes_ui_newseg( 0, 0.0f );
}
void vg_free(void)
{
m4x4_projection( vg_pv, gpipeline.fov,
(float)vg_window_x / (float)vg_window_y,
- 0.04f, 600.0f );
+ 0.01f, 600.0f );
m4x4_mul( vg_pv, world_4x4, vg_pv );
}
draw_player();
render_update_lighting_ub();
}
+
+ //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+ render_world_routes_ui();
+ //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
+#if 0
static double last_b_press = 0.0;
double localtime = vg_time - last_b_press;
world_routes_ui_updatetime( 0, localtime );
- world_routes_ui_draw( 0 );
+ world_routes_ui_draw( 0, (v4f){ 1.0f,0.0f,1.0f,1.0f}, 9.0f );
if( glfwGetKey(vg_window,GLFW_KEY_B) )
world_routes_ui_notch( 0, localtime );
if( glfwGetKey(vg_window,GLFW_KEY_N) )
{
last_b_press = vg_time;
- world_routes_ui_newseg( 0, localtime );
+ world_routes_ui_newseg( 0 );
}
static double last_m_press;
if( glfwGetKey( vg_window, GLFW_KEY_M) )
{
last_m_press = vg_time;
- world_routes_ui_popfirst(0);
+
+ vg_info( "start: %u\n",world.routes.routes[0].ui.segment_count );
+ for( int i=0; i<world.routes.routes[0].ui.segment_count; i++ )
+ world_routes_ui_popfirst(0);
+
+ vg_info( "new: %u\n",world.routes.routes[0].ui.segment_count );
}
+#endif
}