medfall

A super great game engine
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commit 8f324ba972827900f403e065436b0e3bef90217f
parent 05faad2226c8bb1f5e878f7c44e61d5770f00b71
Author: Michael Savage <mikejsavage@gmail.com>
Date:   Sat Sep  2 20:04:46 +0300

Remove the terrain normal arrow

Diffstat:
hm.cc | 19-------------------
1 file changed, 0 insertions(+), 19 deletions(-)
diff --git a/hm.cc b/hm.cc @@ -357,25 +357,6 @@ GAME_FRAME( game_frame ) { immediate_render_state.depth_func = DEPTHFUNC_DISABLED; immediate_render( &game->test_immediate, immediate_render_state ); - { - ImmediateContext imm; - static ImmediateTriangle sphere[ 4096 ]; - immediate_init( &imm, sphere, ARRAY_COUNT( sphere ) ); - - float t; - v3 normal; - v3 seg_end = game->pos + 1024.0f * forward; - if( segment_vs_terrain( &game->tm, game->pos + v3( 0.0f, 0.0f, EYE_HEIGHT ), seg_end, &t, &normal ) ) { - v3 impact = game->pos + forward * t; - immediate_arrow( &imm, impact, normal, 16, v4( 1, 0, 0, 1 ) ); - } - - RenderState impact_render_state; - impact_render_state.shader = get_shader( SHADER_FLAT_VERTEX_COLOURS ); - impact_render_state.uniforms[ UB_VIEW ] = view_uniforms; - immediate_render( &imm, impact_render_state ); - } - if( input->keys[ KEY_F ] ) { Fireball * fireball = fireballs.acquire(); fireball->pos = game->pos + v3( 0.0f, 0.0f, EYE_HEIGHT );