diff --git a/game/renderer_polygon_3d/renderer_polygon_3d.cpp b/game/renderer_polygon_3d/renderer_polygon_3d.cpp index 9104b51..a695d79 100644 --- a/game/renderer_polygon_3d/renderer_polygon_3d.cpp +++ b/game/renderer_polygon_3d/renderer_polygon_3d.cpp @@ -224,7 +224,7 @@ void RendererPolygon3d::render(const game::State *state) { m_postprocess_tex0.bind(); glActiveTexture(GL_TEXTURE1); m_postprocess_tex1.bind(); - + glColor3f(1.0, 0.0, 0.0); glBegin(GL_QUADS); glVertex2f(-1.0f, -1.0f); @@ -522,32 +522,6 @@ void RendererPolygon3d::renderPlanets() { } } -void RendererPolygon3d::renderSun() { - m_planetModel->bind(); - - // TODO: put material into attributes and render witd glDrawInstanced - // too (same for missiles) - for (const game::Planet *planet : m_state->planets) { - - if (planet->material != game::Planet::Material::Sun) - continue; - - glm::mat4 model = computeModelMatrix(planet); - glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE, - glm::value_ptr(model)); - - glm::vec3 c = planet->getColor(); - glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y, - c.z); - glUniform1i(m_shader_game_objects.location("materialSeed"), - planet->seed); - glUniform1i(m_shader_game_objects.location("materialKind"), - (int)planet->material); - - m_planetModel->render(); - } -} - void RendererPolygon3d::renderMissiles() { // TODO: add fire trail for missiles near the sun diff --git a/game/renderer_polygon_3d/renderer_polygon_3d.hpp b/game/renderer_polygon_3d/renderer_polygon_3d.hpp index aa7b07b..76b4f44 100644 --- a/game/renderer_polygon_3d/renderer_polygon_3d.hpp +++ b/game/renderer_polygon_3d/renderer_polygon_3d.hpp @@ -35,7 +35,6 @@ namespace endofthejedi { private: void renderPlanets(); - void renderSun(); void renderMissiles(); void renderShips(); void renderParticles(); diff --git a/game/state/state.cpp b/game/state/state.cpp index af4a2f7..51d22e1 100644 --- a/game/state/state.cpp +++ b/game/state/state.cpp @@ -164,6 +164,7 @@ namespace game { Player *player = playerForId(playerId); if (player != nullptr) { for (Missile *missile : player->missiles) { + player->missiles.remove(missile); missile->player = nullptr; }