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; }
/************************************************************************** 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); }