Example #1
0
Node *create_scene_city_bmap() {

	// casita3/house01
	// casa5/wachhaus
	// dom/dom

	Node * aux;
	list *gObj_list;
	Node *myNode;
	static trfm3D TT;

	gObj_list = CreateVoidList();

	AddLast(gObj_list, SceneRegisterGObject( "./obj/casita3/", "house01.obj"));
	AddLast(gObj_list, SceneRegisterGObject( "./obj/casa5/", "wachhaus.obj"));
	AddLast(gObj_list, SceneRegisterGObject( "./obj/dom/", "dom.obj"));

	aux = create_city(500, gObj_list);

	SetTransTrfm3D(&TT, 0, -5, 00);
	//SetTransTrfm3D(&TT, 0, 0, 0);
	myNode = CreateNode();
	SetTrfmNode(myNode, &TT);
	SetShaderNode(myNode, FindShaderScene("pervertex"));
	AttachNodeScene(myNode);
	AttachNode(myNode, aux);

	aux = create_floor_city( "./obj/floor/", "cityfloor_grass.obj");
	SetShaderNode(aux, FindShaderScene("bump"));
	AttachNode(myNode, aux); // takes ownership
	return aux;
}
Example #2
0
/**************************************************************************
  Create a new city.
**************************************************************************/
void api_actions_create_city(Player *pplayer, Tile *ptile, const char *name)
{
  if (!name || name[0] == '\0') {
    name = city_name_suggestion(pplayer, ptile);
  }
  create_city(pplayer, ptile, name);
}