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angle limit constraint
[carveJwlIkooP6JGAAIwe30JlM.git]
/
main.c
diff --git
a/main.c
b/main.c
index 6e94231edd9d0e4407ec530225170bafbf2e60cb..024b15e1d305e01c70ece3b0782f198361ff0edb 100644
(file)
--- a/
main.c
+++ b/
main.c
@@
-17,7
+17,7
@@
vg_tex2d tex_water = { .path = "textures/water.qoi" };
static int debugview = 0;
static int sv_debugcam = 0;
static int lightedit = 0;
static int debugview = 0;
static int sv_debugcam = 0;
static int lightedit = 0;
-static int sv_scene =
2
;
+static int sv_scene =
0
;
/* Components */
//#define SR_NETWORKED
/* Components */
//#define SR_NETWORKED
@@
-28,17
+28,16
@@
static int sv_scene = 2;
#include "steam.h"
#include "network.h"
#include "steam.h"
#include "network.h"
-#include "road.h"
+#include "model.h"
+//#include "road.h"
#include "scene.h"
#include "scene.h"
-#include "ik.h"
+
//
#include "ik.h"
#include "audio.h"
#include "audio.h"
-#include "terrain.h"
-#include "character.h"
+
//
#include "terrain.h"
+
//
#include "character.h"
#include "ragdoll.h"
#include "rigidbody.h"
#include "render.h"
#include "ragdoll.h"
#include "rigidbody.h"
#include "render.h"
-#include "gate.h"
-#include "water.h"
#include "world.h"
#include "player.h"
#include "world.h"
#include "player.h"
@@
-49,6
+48,9
@@
static int sv_scene = 2;
#include "physics_test.h"
#include "anim_test.h"
#include "physics_test.h"
#include "anim_test.h"
+#include "gate.h"
+#include "water.h"
+
void vg_register(void)
{
shader_blit_register();
void vg_register(void)
{
shader_blit_register();
@@
-185,7
+187,7
@@
void vg_start(void)
if( sv_scene == 0 )
{
if( sv_scene == 0 )
{
- character_load( &player.mdl, "ch_
default
" );
+ character_load( &player.mdl, "ch_
new
" );
character_init_ragdoll( &player.mdl );
world_load();
character_init_ragdoll( &player.mdl );
world_load();
@@
-263,7
+265,7
@@
static void render_main_game(void)
m4x4f world_4x4;
m4x3_expand( player.camera_inverse, world_4x4 );
m4x4f world_4x4;
m4x3_expand( player.camera_inverse, world_4x4 );
- gpipeline.fov = freecam? 60.0f: 1
3
5.0f; /* 120 */
+ gpipeline.fov = freecam? 60.0f: 1
2
5.0f; /* 120 */
m4x4_projection( vg_pv, gpipeline.fov,
(float)vg_window_x / (float)vg_window_y,
0.02f, 2100.0f );
m4x4_projection( vg_pv, gpipeline.fov,
(float)vg_window_x / (float)vg_window_y,
0.02f, 2100.0f );
@@
-357,7
+359,7
@@
void vg_render(void)
}
else if( sv_scene == 2 )
{
}
else if( sv_scene == 2 )
{
- anim_test_render();
+ anim_test_render(
&tex_characters
);
}
#endif
}
}
#endif
}