v3f tutorial;
- teleport_gate gates[16];
+ teleport_gate gates[64];
u32 gate_count;
- rigidbody temp_rbs[32];
+ rigidbody temp_rbs[128];
u32 rb_count;
bh_tree bhcubes;
scene_bind( &world.foliage );
scene_draw( &world.foliage );
glEnable(GL_CULL_FACE);
+
+ vg_line_boxf( world.geo.bbx, 0xff00ff00 );
}
static void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
scene_copy_slice( &world.geo, &world.sm_terrain );
+ vg_info( "BBX: %.3f %.3f %.3f -> %.3f %.3f %.3f\n",
+ world.geo.bbx[0][0], world.geo.bbx[0][1], world.geo.bbx[0][2],
+ world.geo.bbx[1][0], world.geo.bbx[1][1], world.geo.bbx[1][2] );
+
/*
* TODO: Parametric marker import
*/
water_init();
water_set_surface( &surf, sm->pivot[1] );
+ vg_info( "%.3f\n", sm->pivot[1] );
+
break;
}
}
{
v3f pos;
v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
+ pos[1] = 1000.0f;
v3_add( pos, world.geo.bbx[0], pos );
ray_hit hit;