this repo has no description
0
fork

Configure Feed

Select the types of activity you want to include in your feed.

dont pivot while rotating

+19 -10
+4 -1
src/main.c
··· 144 144 // &indices, &indices_count); 145 145 // Item #871 Iron key Sappear #365 146 146 // Item #4707 Stop Sign Sappear #3070 147 - uint32_t sappear_id = 3070; 147 + // Item #802 Mug Sappear #295 148 + // Item #803 Fork Sappear #297 149 + // Lord British sppear #1805 150 + uint32_t sappear_id = 1805; 148 151 u9_sappear_obj(sappear_map, sappear_id, &gamemodel, 0, 0, &vertices, 149 152 &vertices_count, &indices, &indices_count); 150 153
+1 -1
src/player.c
··· 13 13 player->pos[1] = starting_pos[1]; 14 14 player->pos[2] = starting_pos[2]; 15 15 16 - vec3 starting_dir = {0.0f, 200.0f}; 16 + vec3 starting_dir = {0.0f, 240.0f}; 17 17 player->dir[0] = starting_dir[0]; 18 18 player->dir[1] = starting_dir[1]; 19 19 }
+6 -3
src/spock.c
··· 1044 1044 1045 1045 glm_rotate(model_orientation, angle_x, z_axis); 1046 1046 glm_rotate(model_orientation, -1 * angle_y, x_axis); 1047 + printf("model orientation:(%f,%f,%f) rotate (%f,%f)\n", 1048 + *model_orientation[0], *model_orientation[1], *model_orientation[2], 1049 + angle_x, angle_y); 1050 + } else { 1051 + // View update 1052 + input_player_pos_adjust(player, ubo->view); 1047 1053 } 1048 1054 glm_mat4_copy(model_orientation, ubo->model); 1049 - 1050 - // View update 1051 - input_player_pos_adjust(player, ubo->view); 1052 1055 1053 1056 // Perspective 1054 1057 float fovy = glm_rad(35.0f);
+8 -5
src/u9.c
··· 94 94 struct sappear_point *point = (void *)lod + offset; 95 95 printf("v #%d/base#%d (%f,%f,%f)\n", vertex_idx, old_vertices_count, 96 96 point->x, point->y, point->z); 97 + float scale = 30; 97 98 (*vertices)[old_vertices_count + vertex_idx].pos[0] = 98 - point->x / 100.0; 99 + point->x / scale; 99 100 (*vertices)[old_vertices_count + vertex_idx].pos[1] = 100 - point->y / 100.0; 101 + point->y / scale; 101 102 (*vertices)[old_vertices_count + vertex_idx].pos[2] = 102 - point->z / 100.0; 103 - (*vertices)[old_vertices_count + vertex_idx].color[0] = 1.0; 104 - (*vertices)[old_vertices_count + vertex_idx].color[1] = 0.0; 103 + point->z / scale; 104 + (*vertices)[old_vertices_count + vertex_idx].color[0] = 105 + vertex_idx / 1.0; 106 + (*vertices)[old_vertices_count + vertex_idx].color[1] = 107 + vertex_idx % 2; 105 108 (*vertices)[old_vertices_count + vertex_idx].color[2] = 0.0; 106 109 } 107 110 }