X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_routes.h;h=00dee4ea0c79d742a78ad3c023cce8d3f1ed7f65;hb=e70b6d550d63af95cafd9ffdee1918faf02a6892;hp=df758da8bd7a7fe5d7bb218ac00b7f6742eb7fed;hpb=249fe329869e43961d4e1d4e44f08c6225e195c7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_routes.h b/world_routes.h index df758da..00dee4e 100644 --- a/world_routes.h +++ b/world_routes.h @@ -455,7 +455,7 @@ VG_STATIC void world_routes_create_mesh( world_instance *world, u32 route_id ) VG_STATIC void world_routes_generate( world_instance *world ) { vg_info( "Generating route meshes\n" ); - world->scene_lines = scene_init( world_global.generic_heap, 200000, 300000 ); + world->scene_lines = scene_init( world->heap, 200000, 300000 ); for( u32 i=0; ient_gate); i++ ){ ent_gate *gate = mdl_arritm( &world->ent_gate, i ); @@ -504,7 +504,7 @@ VG_STATIC void world_routes_generate( world_instance *world ) scene_upload( world->scene_lines, &world->mesh_route_lines ); } vg_release_thread_sync(); - vg_linear_del( world_global.generic_heap, world->scene_lines ); + vg_linear_del( world->heap, world->scene_lines ); world_routes_clear( world ); } @@ -565,11 +565,6 @@ VG_STATIC void world_routes_ent_init( world_instance *world ) for( u32 i=0; ient_gate); i++ ){ ent_gate *gate = mdl_arritm( &world->ent_gate, i ); - - vg_info( "ROUTES :: %hu %hu %hu %hu\n", gate->routes[0], - gate->routes[1], - gate->routes[2], - gate->routes[3] ); } world_routes_clear( world ); @@ -584,7 +579,7 @@ VG_STATIC void world_routes_ent_init( world_instance *world ) VG_STATIC void world_routes_init(void) { world_global.current_run_version = 200; - world_global.time = RESET_MAX_TIME*2.0; + world_global.time = 300.0; world_global.last_use = 0.0; shader_scene_route_register(); @@ -855,8 +850,6 @@ VG_STATIC void render_world_routes( world_instance *world, camera *cam, shader_scene_route_uPvmPrev( cam->mtx_prev.pv ); shader_scene_route_uMdl( identity_matrix ); shader_scene_route_uCamera( cam->transform[3] ); - shader_scene_route_uBoard0( TEMP_BOARD_0 ); - shader_scene_route_uBoard1( TEMP_BOARD_1 ); mesh_bind( &world->mesh_route_lines );