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clean up blurring code. remove dead code
[carveJwlIkooP6JGAAIwe30JlM.git]
/
player_glide.c
diff --git
a/player_glide.c
b/player_glide.c
index df49c37db4babbab573856d929413e4502663191..5df05e3db61bd7047738ab7a109530851c82475f 100644
(file)
--- a/
player_glide.c
+++ b/
player_glide.c
@@
-273,11
+273,15
@@
void player_glide_update(void)
v2f steer;
joystick_state( k_srjoystick_steer, steer );
v2f steer;
joystick_state( k_srjoystick_steer, steer );
- if( glider_physics( steer ) ){
+ if( glider_physics( steer ) )
+ {
vg_info( "player fell off due to glider hitting ground\n" );
player__dead_transition( k_player_die_type_generic );
localplayer.glider_orphan = 1;
}
vg_info( "player fell off due to glider hitting ground\n" );
player__dead_transition( k_player_die_type_generic );
localplayer.glider_orphan = 1;
}
+
+ if( !world_water_player_safe( world_current_instance(), 1.0f ) )
+ return;
}
void player_glide_post_update(void)
}
void player_glide_post_update(void)
@@
-343,18
+347,17
@@
void player_glide_remote_animator_exchange( bitpack_ctx *ctx, void *data )
bitpack_qquat( ctx, animator->root_q );
}
bitpack_qquat( ctx, animator->root_q );
}
-void player_glide_im_gui(
void
)
+void player_glide_im_gui(
ui_context *ctx
)
{
{
- player__debugtext( 1, "Nothing here" );
- player__debugtext( 1, " lift: %.2f %.2f %.2f",
+ player__debugtext( ctx, 1, " lift: %.2f %.2f %.2f",
player_glide.info_lift[0],
player_glide.info_lift[1],
player_glide.info_lift[2] );
player_glide.info_lift[0],
player_glide.info_lift[1],
player_glide.info_lift[2] );
- player__debugtext( 1, " slip: %.2f %.2f %.2f",
+ player__debugtext(
ctx,
1, " slip: %.2f %.2f %.2f",
player_glide.info_slip[0],
player_glide.info_slip[1],
player_glide.info_slip[2] );
player_glide.info_slip[0],
player_glide.info_slip[1],
player_glide.info_slip[2] );
- player__debugtext( 1, " drag: %.2f %.2f %.2f",
+ player__debugtext(
ctx,
1, " drag: %.2f %.2f %.2f",
player_glide.info_drag[0],
player_glide.info_drag[1],
player_glide.info_drag[2] );
player_glide.info_drag[0],
player_glide.info_drag[1],
player_glide.info_drag[2] );
@@
-515,7
+518,7
@@
void player_glide_transition(void)
void render_glider_model( vg_camera *cam, world_instance *world,
m4x3f mmdl, enum board_shader shader )
{
void render_glider_model( vg_camera *cam, world_instance *world,
m4x3f mmdl, enum board_shader shader )
{
- u32 current_
tex
= 0xffffffff;
+ u32 current_
mat
= 0xffffffff;
glActiveTexture( GL_TEXTURE0 );
mdl_context *mdl = &player_glide.glider;
glActiveTexture( GL_TEXTURE0 );
mdl_context *mdl = &player_glide.glider;
@@
-550,20
+553,22
@@
void render_glider_model( vg_camera *cam, world_instance *world,
continue;
}
continue;
}
- mdl_material *mat = mdl_arritm( &mdl->materials, sm->material_id-1 );
- if( mat->tex_diffuse != current_tex )
+ if( sm->material_id != current_mat )
{
{
+ mdl_material *mat = mdl_arritm( &mdl->materials,sm->material_id-1 );
GLuint tex = vg.tex_missing;
GLuint tex = vg.tex_missing;
- if( mat->
tex_diffuse
)
+ if( mat->
shader == k_shader_standard
)
{
{
- u32 index = mat->tex_diffuse-1;
+ struct shader_props_standard *props = mat->props.compiled;
+
+ u32 index = props->tex_diffuse-1;
mdl_texture *ptex = mdl_arritm( &mdl->textures, index );
tex = ptex->glname;
}
glBindTexture( GL_TEXTURE_2D, tex );
mdl_texture *ptex = mdl_arritm( &mdl->textures, index );
tex = ptex->glname;
}
glBindTexture( GL_TEXTURE_2D, tex );
- current_
tex = mat->tex_diffuse
;
+ current_
mat = sm->material_id
;
}
mdl_draw_submesh( sm );
}
mdl_draw_submesh( sm );