adding rendered ufo
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582e30670b
commit
1123be9860
2 changed files with 12861 additions and 4 deletions
12854
data/mesh/ship_ufo.stl
Normal file
12854
data/mesh/ship_ufo.stl
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@ -16,9 +16,8 @@ namespace endofthejedi {
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//m_missileModel = new PolygonModel("../data/mesh/quad_screen_coords.stl");
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//m_missileModel = new PolygonModel("../data/mesh/quad_screen_coords.stl");
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addModel("../data/mesh/small_atomic_bomb.stl", &m_missileModel);
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addModel("../data/mesh/small_atomic_bomb.stl", &m_missileModel);
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//addModel("../data/mesh/planet_128.stl", &m_planetModel);
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addModel("../data/mesh/planet_64.stl", &m_planetModel);
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addModel("../data/mesh/planet_12.stl", &m_planetModel);
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addModel("../data/mesh/ship_ufo.stl", &m_shipModel);
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addModel("../data/mesh/planet_12.stl", &m_shipModel);
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std::string vss_simple =
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std::string vss_simple =
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#include "simple.vert"
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#include "simple.vert"
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@ -210,7 +209,11 @@ namespace endofthejedi {
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glm::mat4 RendererPolygon3d::computeModelMatrix(const game::Ship *ship)
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glm::mat4 RendererPolygon3d::computeModelMatrix(const game::Ship *ship)
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{
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{
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// TODO: rotate them before shooting, that looks better
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// TODO: rotate them before shooting, that looks better
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return computeModelMatrix(ship->position, m_state->shipRadius());
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//return computeModelMatrix(ship->position, m_state->shipRadius());
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// XXX model is flipped
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glm::mat4 mat = computeModelMatrix(ship->position, 0.3);
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mat = glm::rotate(mat, (float) M_PI, glm::vec3(0.0f, 1.0f, 0.0f));
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return mat;
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}
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}
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glm::mat4 RendererPolygon3d::computeModelMatrix(const glm::vec2 &pos, float scale, float angle)
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glm::mat4 RendererPolygon3d::computeModelMatrix(const glm::vec2 &pos, float scale, float angle)
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