- smaller point size when rendering meshes

- fixed a bug in tiled generation where memory would be double released
This commit is contained in:
Mikko Mononen
2009-05-17 15:20:55 +00:00
parent c56ebb7e77
commit c5d43c8029
6 changed files with 976 additions and 156 deletions

View File

@@ -45,6 +45,31 @@ void rcDebugDrawMesh(const rcMeshLoaderObj& mesh, const unsigned char* flags)
glEnd();
}
void rcDebugDrawMeshSlope(const rcMeshLoaderObj& mesh, const float walkableSlopeAngle)
{
const float walkableThr = cosf(walkableSlopeAngle/180.0f*(float)M_PI);
const int nt = mesh.getTriCount();
const float* verts = mesh.getVerts();
const float* normals = mesh.getNormals();
const int* tris = mesh.getTris();
glBegin(GL_TRIANGLES);
for (int i = 0; i < nt*3; i += 3)
{
const float* norm = &normals[i];
float a = (2+norm[0]+norm[1])/4;
if (norm[1] > walkableThr)
glColor3f(a,a,a);
else
glColor3f(a,a*0.3f,a*0.1f);
glVertex3fv(&verts[tris[i]*3]);
glVertex3fv(&verts[tris[i+1]*3]);
glVertex3fv(&verts[tris[i+2]*3]);
}
glEnd();
}
void drawBoxWire(float minx, float miny, float minz, float maxx, float maxy, float maxz, const float* col)
{
glColor4fv(col);
@@ -480,8 +505,8 @@ void rcDebugDrawPolyMesh(const struct rcPolyMesh& mesh)
glEnd();
glLineWidth(1.0f);
glPointSize(4.0f);
glColor4ub(0,0,0,128);
glPointSize(3.0f);
glColor4ub(0,0,0,64);
glBegin(GL_POINTS);
for (int i = 0; i < mesh.nverts; ++i)
{