int main(int argc, char *argv[]) { TEST_START(); display = get_display(); /* get an appropriate EGL frame buffer configuration */ ECHK(eglChooseConfig(display, config_attribute_list, &config, 1, &num_config)); DEBUG_MSG("num_config: %d", num_config); /* create an EGL rendering context */ ECHK(context = eglCreateContext(display, config, EGL_NO_CONTEXT, context_attribute_list)); TEST(test_tex(0, 0, 0)); TEST(test_tex(0, 1, 0)); TEST(test_tex(1, 0, 0)); TEST(test_tex(1, 1, 0)); TEST(test_tex(1, 2, 0)); TEST(test_tex(2, 1, 0)); TEST(test_tex(2, 2, 0)); TEST(test_tex(0, 3, 0)); TEST(test_tex(3, 2, 0)); TEST(test_tex(3, 0, 1)); TEST(test_tex(0, 3, 1)); TEST(test_tex(3, 3, 1)); TEST(test_tex(1, 2, 1)); TEST(test_tex(2, 1, 1)); ECHK(eglTerminate(display)); TEST_END(); return 0; }
void CITY_update(float dt) { int i,j; if(GetAsyncKeyState(VK_MBUTTON)) { seed++; test_tex(); for( i = 0; i < HM_X; ++i) { for( j = 0; j < HM_Y; ++j) { int idx = j*HM_X + i; float f = distBuffer[idx]; hm[idx] = step(0.07f,f)*f*powf(f + 1.1f*rand01(),2); } } // ACTOR_init(actor_pool); //lauch doids /*for(i = 0; i < MAX_ACTOR>>1;++i) { actor* a = ACTOR_get(); if(a) { int xx, yy, idx; do { xx = 10 + randi(X-15); yy = 10 + randi(Y-15); idx = yy*HM_X + xx; } while(angles[idx] > 0.5f); a->pos[0] = (float)xx;//xcoords[rpos]; a->pos[1] = (float)yy;//ycoords[rpos]; a->pos[2] = 0.1f; a->ang = 2*PI* 0.125f*(float)randi(16); a->collide_size[0] = randi(2) == 0? -1.0f: 1.0f; a->collide_size[1] = 1.2f + rand01(); a->update = doid_update; } }*/ } /* intro_cam_pos[0] += 0.1f*GetAsyncKeyState(VK_UP) ? 1:0; intro_cam_pos[0] -= 0.1f*GetAsyncKeyState(VK_DOWN) ? 1:0; intro_cam_pos[1] += 0.1f*GetAsyncKeyState(VK_LEFT) ? 1:0; intro_cam_pos[1] -= 0.1f*GetAsyncKeyState(VK_RIGHT) ? 1:0; intro_cam_pos[2] += 0.1f*GetAsyncKeyState('Q') ? 1:0; intro_cam_pos[2] -= 0.1f*GetAsyncKeyState('A') ? 1:0; */ //ACTOR_update(actor_pool, dt); }