Beispiel #1
0
void spin() {

	if (motion == 1) return;



	if (angle < 360.0f) {

		Sleep(25);

		angle += 1.0f;

		display();

	}

	else {

		angle = 0.0f;

		swap_axis();

	}

}
Beispiel #2
0
void quake3_bsp_map::convert_vertices() {
    //TODO: Convert other elements of the vertex

    typedef vector<quake3_vertex>::iterator quake3_vertex_iterator;
    float one_over_sixtyfour = 1.0f / 64.0f;

    m_vertices.resize(m_raw_vertex_data.size());

    size_t j = 0;

    for (quake3_vertex_iterator i = m_raw_vertex_data.begin();
            i != m_raw_vertex_data.end(); ++i) {

        //Copy the vertex to the global map vertex array
        memcpy(&m_vertices[j].position, &(*i).position, sizeof(float) * 3);

        //Scale the vertices down
        m_vertices[j].position.x *= one_over_sixtyfour;
        m_vertices[j].position.y *= one_over_sixtyfour;
        m_vertices[j].position.z *= one_over_sixtyfour;

        swap_axis(m_vertices[j].position); //Convert to normal coordinate system

        m_vertices[j].texture_coordinate.x = (*i).texCoord.x;
        m_vertices[j].texture_coordinate.y = 1.0f - (*i).texCoord.y;

        ++j; //Move to the next vertex

#ifndef NDEBUG
        std::cout << ".";
#endif
    }
#ifndef NDEBUG
    std::cout << std::endl;
#endif
}