diff options
-rw-r--r-- | src/graphics_c3.c | 11 |
1 files changed, 8 insertions, 3 deletions
diff --git a/src/graphics_c3.c b/src/graphics_c3.c index fcf08dc..27ca910 100644 --- a/src/graphics_c3.c +++ b/src/graphics_c3.c @@ -188,6 +188,7 @@ void draw_c3_shape(c3_s_t s) {//outlined. needs to be filled? //draw minimap shi //this is causing rotation even when values are 0. this should not be. this is why the tictactoe game has hacks. //I think this is fixed now. s2.p[i]=c3_to_c2(gr?c3_add(gr->p,rotate_c3_yr(s.p[i],gr->p,d2r(gr->r.y))):s.p[i]); + //this is only applying rotation around the y axis... gotta do this for x and z? uh oh. this could get weird. //s2.p[i]=c3_to_c2(s.p[i]); } if(gra_global.draw3d == 1) { @@ -393,7 +394,7 @@ void draw_screen() { snprintf(tmp,sizeof(tmp)-1,"debug: %s minimap: %d 3d: %d fps: %d shapes: %d",global.debug?"on":"off",gra_global.drawminimap,gra_global.draw3d,gra_global.oldfps,global.shapes); fprintf(stderr,"%s\n",tmp); // draw_c2_text((cs_t){gra_global.xoff,(gra_global.height/2)+10},tmp); - snprintf(tmp,sizeof(tmp)-1,"x: %d y: %d",gra_global.mousex,gra_global.mousey); +// snprintf(tmp,sizeof(tmp)-1,"x: %d y: %d",gra_global.mousex,gra_global.mousey); fprintf(stderr,"%s\n",tmp); // draw_c2_text((cs_t){gra_global.xoff,(gra_global.height/2)+20},tmp); snprintf(tmp,sizeof(tmp)-1,"cx: %Lf cy: %Lf cz: %Lf",global.camera.p.x,global.camera.p.y,global.camera.p.z); @@ -426,6 +427,7 @@ void draw_screen() { //i already equals the length of the array. i-=gra_global.maxshapes; if(i<0) i=0; + for(;global.shape[i];i++) { //now we pick the color of this triangle! if(gra_global.red_and_blue) { @@ -448,6 +450,7 @@ void draw_screen() { draw_c3_shape(*(zs[i].s)); //} } + // XSetForeground(global.dpy, global.backgc, global.green.pixel); radians tmprad=d2r((degrees){global.camera.r.y.d+180}); radians tmprad2=d2r((degrees){global.camera.r.y.d+180}); @@ -455,9 +458,10 @@ void draw_screen() { global.camera.p.x+=(gra_global.split_flip)*(gra_global.split*sinl( tmprad2.r )); } //just draw a line from center to 40 away from the center at the angle of the camera's y-rotation - draw_c2_line((c2_t){0,0},rotate_c2((c2_t){40,0},(c2_t){0,0},d2r(global.camera.r.y))); +//this should be minimap shit draw_c2_line((c2_t){0,0},rotate_c2((c2_t){40,0},(c2_t){0,0},d2r(global.camera.r.y))); //draw a line from the center to 80 away from the center in the angle of what should point at the mouse. - draw_c2_line((c2_t){0,0},rotate_c2((c2_t){80,0},(c2_t){0,0},points_to_angle((c2_t){0,0},cs_to_c2((cs_t){gra_global.mousex,gra_global.mousey})))); +// draw_c2_line((c2_t){0,0},rotate_c2((c2_t){80,0},(c2_t){0,0},points_to_angle((c2_t){0,0},cs_to_c2((cs_t){gra_global.mousex,gra_global.mousey})))); +// draw_c2_line((c2_t){0,0},cs_to_c2((cs_t){gra_global.mousex,gra_global.mousey})); global.camera.p.x = oldx; global.camera.p.z = oldz; //-= cn*CAMERA_SEPARATION; flipscreen(); @@ -494,3 +498,4 @@ int graphics_init() { graphics_sub_init(); return 0;//we're fine } + |