Small cleanup + fixes
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cf54dd083d
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1ed03f97b8
11
scene.c
11
scene.c
@ -20,7 +20,7 @@
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// IDK you probably have to change this based on your display.
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// Maybe there's a way to fix this?
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#define UNIGIBITDEPTH 32
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#define UNIGIBITDEPTH 0
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#define TARGETFPS 60
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#define DITHERSTART 100
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@ -82,7 +82,9 @@ int main(int argc, char **argv) {
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haloo3d_gen_sloped(models + 2, PLANESIZE, 1.0, 1.25);
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haloo3d_fb_init_tex(textures + 3, 8, 8);
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memcpy(textures[3].buffer, redflower, sizeof(uint16_t) * 64);
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haloo3d_gen_crossquad(models + 3, textures + 3);
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haloo3d_gen_crossquad(models + 3, textures + 3,
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(struct vec3){.x = 0, .y = 0, .z = 0});
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eprintf("Initialized models + textures");
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camset cams[MAXCAM];
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int numcams = readcam(cams, MAXCAM, argv[3]);
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@ -127,6 +129,7 @@ int main(int argc, char **argv) {
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#endif
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objects[0].pos.y = 1;
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vec3(objects[1].scale.v, SKYSCALE, SKYSCALE, SKYSCALE);
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eprintf("Initialized object instances\n");
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// Now we create a framebuffer to draw the triangle into
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haloo3d_fb fb;
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@ -202,6 +205,8 @@ int main(int argc, char **argv) {
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mat4_inverse(matrixcam, matrixcam);
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mat4_multiply(matrixscreen, perspective, matrixcam);
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// eprintf("BEGIN ITERATE OBJECTS\n");
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// Iterate over objects
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for (int i = 0; i < NUMINSTANCES; i++) {
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// Setup final model matrix and the precalced vertices
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@ -236,10 +241,12 @@ int main(int argc, char **argv) {
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totaldrawn++;
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// We still have to convert the points into the view
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haloo3d_facef_viewport_into(outfaces[ti], WIDTH, HEIGHT);
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// eprintf("RENDER TRI\n");
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TRIFUNC(&fb, &rendersettings, outfaces[ti]);
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}
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}
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}
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// eprintf("OBJECTS COMPLETE\n");
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haloo3d_print(&t, "Last frame: %05.2f (%05.2f)\nTris: %d / %d\nVerts: %d\n",
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lastframe, sumframe, totaldrawn, totalfaces, totalverts);
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@ -80,7 +80,8 @@ int main(int argc, char **argv) {
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haloo3d_gen_sloped(models + 2, PLANESIZE, 1.0, 1.25);
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haloo3d_fb_init_tex(textures + 3, 8, 8);
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memcpy(textures[3].buffer, redflower, sizeof(uint16_t) * 64);
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haloo3d_gen_crossquad(models + 3, textures + 3);
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haloo3d_gen_crossquad(models + 3, textures + 3,
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(struct vec3){.x = 0, .y = 0, .z = 0});
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// Create the camera matrix, which DOES change. In this one,
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// we move the camera instead of the model
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