Small updates from the past (for consistency)
parent
07cab50b6e
commit
b3d43c301b
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@ -39,6 +39,7 @@ namespace ShooterConsts {
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const std::string CUBE_OBJ = "obj/other/cube.obj";
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const std::string CUBE_OBJ = "obj/other/cube.obj";
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const std::string MAP_OBJ = "obj/maps/map1.obj";
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const std::string MAP_OBJ = "obj/maps/map1.obj";
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const std::string MAR_RAILWAY_OBJ = "obj/maps/railway.obj";
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const std::string BIG_MAP_OBJ = "obj/maps/map2.obj";
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const std::string BIG_MAP_OBJ = "obj/maps/map2.obj";
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const std::string SIMPLE_MAP_OBJ = "obj/maps/map_simple.obj";
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const std::string SIMPLE_MAP_OBJ = "obj/maps/map_simple.obj";
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const std::string PLANE_MAP_OBJ = "obj/maps/plane.obj";
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const std::string PLANE_MAP_OBJ = "obj/maps/plane.obj";
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@ -12,7 +12,7 @@ int main() {
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// Optimal for standard monitors:
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// Optimal for standard monitors:
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//game.create(720, 480, ShooterConsts::PROJECT_NAME, true);
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//game.create(720, 480, ShooterConsts::PROJECT_NAME, true);
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game.create(1280, 720, ShooterConsts::PROJECT_NAME, true);
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game.create(1920, 1080, ShooterConsts::PROJECT_NAME, true);
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//game.create(1920, 1080, ShooterConsts::PROJECT_NAME, true, Consts::BACKGROUND_COLOR, sf::Style::Fullscreen);
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//game.create(1920, 1080, ShooterConsts::PROJECT_NAME, true, Consts::BACKGROUND_COLOR, sf::Style::Fullscreen);
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// Optimal for MacBook Pro 16 display:
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// Optimal for MacBook Pro 16 display:
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@ -97,7 +97,21 @@ void Screen::drawTriangle(const Triangle &triangle) {
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triangle.color())
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triangle.color())
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};
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};
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_window->draw(tris, 3, sf::Triangles);
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sf::Vertex lines[4] =
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{
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sf::Vertex(sf::Vector2f(triangle[0].x(), triangle[0].y()), sf::Color(0, 0, 0, 255)),
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sf::Vertex(sf::Vector2f(triangle[1].x(), triangle[1].y()), sf::Color(0, 0, 0, 255)),
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sf::Vertex(sf::Vector2f(triangle[2].x(), triangle[2].y()), sf::Color(0, 0, 0, 255)),
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sf::Vertex(sf::Vector2f(triangle[0].x(), triangle[0].y()), sf::Color(0, 0, 0, 255))
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};
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// Uncomment this line to show boundaries of triangles
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// Раскомментируйте эту строку для отображения границ треугольников
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// |
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// \/
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_window->draw(lines, 4, sf::LineStrip);
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//_window->draw(tris, 3, sf::Triangles);
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}
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}
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void Screen::setTitle(const std::string &title) {
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void Screen::setTitle(const std::string &title) {
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@ -167,11 +181,11 @@ void Screen::prepareToGlDrawMesh() {
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glDisable(GL_LIGHTING);
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glDisable(GL_LIGHTING);
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// enable alpha channel:
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// enable alpha channel:
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//glEnable( GL_ALPHA_TEST );
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glEnable( GL_ALPHA_TEST );
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//glAlphaFunc(GL_NOTEQUAL, 0.0);
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glAlphaFunc(GL_NOTEQUAL, 0.0);
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//
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//glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Configure the viewport (the same size as the window)
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// Configure the viewport (the same size as the window)
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glViewport(0, 0, _window->getSize().x, _window->getSize().y);
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glViewport(0, 0, _window->getSize().x, _window->getSize().y);
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