Improve visuals for kdtree rendering

Also remove the animations - these don't make sense with a static kdtree
This commit is contained in:
karl 2021-01-12 18:42:55 +01:00
parent af019d3318
commit 3504d878f8
2 changed files with 7 additions and 7 deletions

View File

@ -28,10 +28,10 @@ struct Lines {
} }
void render() const { void render() const {
// glEnable(GL_LINE_SMOOTH); glEnable(GL_LINE_SMOOTH);
// glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glBindVertexArray(lineVAO); glBindVertexArray(lineVAO);
glLineWidth(3.3f); glLineWidth(1.0f);
glDrawArrays(GL_LINES, 0, vertex_count); glDrawArrays(GL_LINES, 0, vertex_count);
glLineWidth(1.0f); glLineWidth(1.0f);
} }

View File

@ -222,10 +222,10 @@ int main(int argc, char **argv) {
world->tick(delta); world->tick(delta);
renderSystem->render(world, defaultShader, shadowShader, debugShader, lineShader); renderSystem->render(world, defaultShader, shadowShader, debugShader, lineShader);
ring->get<Transform>()->rotate(delta * 100.0, glm::vec3(0.0, 1.0, 0.0)); /* ring->get<Transform>()->rotate(delta * 100.0, glm::vec3(0.0, 1.0, 0.0));
sun->get<DirectionalLight>()->direction = glm::normalize(glm::vec3( sun->get<DirectionalLight>()->direction = glm::normalize(glm::vec3(
glm::rotate(glm::mat4(1), (float)elapsed_time * 0.5f, glm::vec3(0.0, 1.0, 0.0)) * glm::rotate(glm::mat4(1), (float)elapsed_time * 0.5f, glm::vec3(0.0, 1.0, 0.0))
glm::vec4(1.0, 1.0, 1.0, 0.0))); * glm::vec4(1.0, 1.0, 1.0, 0.0))); */
/* Swap front and back buffers */ /* Swap front and back buffers */
glfwSwapBuffers(window); glfwSwapBuffers(window);