Example #1
0
void Console::Render()
{
	if( !is_active ) {
		return;
	}
	
	RenderBones();
	RenderHistory();
	RenderInputLine();
	RenderTypeSuggestions();
	RenderDebug();
}
Example #2
0
void EnterHistory()
{

	// load the graphics
  LoadHistory( );
  
  // create History buttons
  CreateHistoryButtons( );

	// reset current to first page
	if( LaptopSaveInfo.iCurrentHistoryPage > 0 )
		iCurrentHistoryPage = LaptopSaveInfo.iCurrentHistoryPage - 1;
	else
		iCurrentHistoryPage = 0;

	// load in first page
	LoadNextHistoryPage( );


	// render hbackground
  RenderHistory( );


  // set the fact we are in the history viewer 
  fInHistoryMode=TRUE;
  
	// build Historys list
  //OpenAndReadHistoryFile( );
 
  // force redraw of the entire screen
  //fReDrawScreenFlag=TRUE;
  
	// set inital states
	SetHistoryButtonStates( );

  return;
}
void Nuke::Render( double _predictionTime )
{
    if( m_renderMarker )
    {
        RenderGroundMarker();
    }
    RenderSub( _predictionTime );
    if( m_exploded )
    {
        //RenderDeaths();
    }
    else
    {
        if( !m_launched ) return;

        Vector3 front = m_front;
        front.RotateAroundY( M_PI / 2.0f );
        Vector3 predictedPos = m_pos + m_vel * _predictionTime;;
        Vector3 entityUp = m_front;
        Vector3 entityRight (front ^ entityUp);

        Vector3 lengthVector = m_vel;
        lengthVector.SetLength( 10.0f );
        Vector3 fromPos = predictedPos;
        Vector3 toPos = predictedPos - lengthVector;

        Vector3 midPoint        = fromPos + (toPos - fromPos)/2.0f;
        Vector3 camToMidPoint   = g_app->m_camera->GetPos() - midPoint;
        float   camDistSqd      = camToMidPoint.MagSquared();
        Vector3 rightAngle      = (camToMidPoint ^ ( midPoint - toPos )).Normalise();

        entityRight = rightAngle;

        float size = 10.0f;  
        size *= (1.0f + 0.03f * (( m_id.GetIndex() * m_id.GetUniqueId() ) % 10));
        entityRight *= size;
        entityUp *= size * 2.0f;

        glDepthMask     ( false );
        glEnable        ( GL_BLEND );
        glBlendFunc     ( GL_SRC_ALPHA, GL_ONE );
        glEnable        ( GL_TEXTURE_2D );
        glBindTexture( GL_TEXTURE_2D, g_app->m_resource->GetTexture( "sprites/nuke.bmp" ) );

        RGBAColour colour = g_app->m_location->m_teams[m_id.GetTeamId()]->m_colour;
        if( m_id.GetTeamId() == g_app->m_location->GetMonsterTeamId() )
        {
            glBlendFunc     ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR );
            colour.Set( 255, 255, 255, 0 );
        }
        glColor4ubv(colour.GetData());

        glBegin(GL_QUADS);
            glTexCoord2i(0, 1);     glVertex3dv( (predictedPos - entityRight + entityUp).GetData() );
            glTexCoord2i(1, 1);     glVertex3dv( (predictedPos + entityRight + entityUp).GetData() );
            glTexCoord2i(1, 0);     glVertex3dv( (predictedPos + entityRight).GetData() );
            glTexCoord2i(0, 0);     glVertex3dv( (predictedPos - entityRight).GetData() );
        glEnd();

        RenderHistory( _predictionTime );

        glShadeModel    ( GL_FLAT );
        glDisable       ( GL_TEXTURE_2D );
        glDepthMask     ( true );
    }
}