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 {
// glEnable(GL_LINE_SMOOTH);
// glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glEnable(GL_LINE_SMOOTH);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glBindVertexArray(lineVAO);
glLineWidth(3.3f);
glLineWidth(1.0f);
glDrawArrays(GL_LINES, 0, vertex_count);
glLineWidth(1.0f);
}

View File

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