("placeholder",c_uint32*2)]
#}
+print( sizeof(ent_cubemap) )
+
class ent_miniworld(Structure):#{
_fields_ = [("transform",mdl_transform),
("pstr_world",c_uint32),
struct ent_relay {
u32 targets[4][2];
+ u32 targets_events[4];
};
struct ent_cubemap {
if( l != 1 ) mdl_load_fatal_corrupt( mdl );
}
else {
- assert( stride >= arr->item_size );
vg_warn( "Applying alignment fixup to array @%p [%u -> %u] x %u\n",
buffer, arr->item_size, stride, arr->item_count );
+ if( stride < arr->item_size )
+ vg_fatal_error( "not safe\n" );
for( u32 i=0; i<arr->item_count; i++ ){
u64 l = fread( buffer+i*stride, arr->item_size, 1, mdl->file );
static void mdl_load_array_file( mdl_context *mdl, mdl_array_ptr *ptr,
mdl_array *arr, void *lin_alloc, u32 stride )
{
- assert( stride >= arr->item_size );
+ if( stride < arr->item_size ){
+ vg_error( "Structure max: %u. Got: %u\n", stride, arr->item_size );
+ vg_fatal_error( "not safe\n" );
+ }
if( arr->item_count ){
u32 size = stride*arr->item_count;
"\n"
"vec3 character_clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
"{\n"
-" float fresnel = step(0.5,1.0 - abs(dot(normal,halfview)));\n"
+" float fresnel = 0.0*step(0.5,1.0 - abs(dot(normal,halfview)));\n"
"\n"
" vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
" g_sunset_phase );\n"
vec3 character_clearskies_lighting( vec3 normal, float shadow, vec3 halfview )
{
- float fresnel = step(0.5,1.0 - abs(dot(normal,halfview)));
+ float fresnel = 1.0 - abs(dot(normal,halfview));
vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb,
g_sunset_phase );
"\n"
"vec3 character_clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
"{\n"
-" float fresnel = step(0.5,1.0 - abs(dot(normal,halfview)));\n"
+" float fresnel = 0.0*step(0.5,1.0 - abs(dot(normal,halfview)));\n"
"\n"
" vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
" g_sunset_phase );\n"
mdl_load_animation_block( meta, world->heap );
mdl_load_mesh_block( meta, world->heap );
+ vg_info( "%u\n", sizeof(ent_cubemap) );
+
MDL_LOAD_ARRAY( meta, &world->ent_gate, ent_gate, heap );
MDL_LOAD_ARRAY( meta, &world->ent_camera, ent_camera, heap );
MDL_LOAD_ARRAY( meta, &world->ent_spawn, ent_spawn, heap );