Improve visuals for kdtree rendering
Also remove the animations - these don't make sense with a static kdtree
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af019d3318
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3504d878f8
@ -28,10 +28,10 @@ struct Lines {
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}
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}
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void render() const {
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void render() const {
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// glEnable(GL_LINE_SMOOTH);
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glEnable(GL_LINE_SMOOTH);
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// glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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glBindVertexArray(lineVAO);
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glBindVertexArray(lineVAO);
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glLineWidth(3.3f);
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glLineWidth(1.0f);
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glDrawArrays(GL_LINES, 0, vertex_count);
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glDrawArrays(GL_LINES, 0, vertex_count);
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glLineWidth(1.0f);
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glLineWidth(1.0f);
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}
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}
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6
main.cpp
6
main.cpp
@ -222,10 +222,10 @@ int main(int argc, char **argv) {
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world->tick(delta);
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world->tick(delta);
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renderSystem->render(world, defaultShader, shadowShader, debugShader, lineShader);
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renderSystem->render(world, defaultShader, shadowShader, debugShader, lineShader);
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ring->get<Transform>()->rotate(delta * 100.0, glm::vec3(0.0, 1.0, 0.0));
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/* ring->get<Transform>()->rotate(delta * 100.0, glm::vec3(0.0, 1.0, 0.0));
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sun->get<DirectionalLight>()->direction = glm::normalize(glm::vec3(
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sun->get<DirectionalLight>()->direction = glm::normalize(glm::vec3(
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glm::rotate(glm::mat4(1), (float)elapsed_time * 0.5f, glm::vec3(0.0, 1.0, 0.0)) *
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glm::rotate(glm::mat4(1), (float)elapsed_time * 0.5f, glm::vec3(0.0, 1.0, 0.0))
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glm::vec4(1.0, 1.0, 1.0, 0.0)));
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* glm::vec4(1.0, 1.0, 1.0, 0.0))); */
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/* Swap front and back buffers */
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/* Swap front and back buffers */
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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