Fixed realloc causing segfault (it wasn't realloc)
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c0f1685cbb
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@ -43,7 +43,7 @@
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#define INIT_MINLIGHT 0.2
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#define INIT_MINLIGHT 0.2
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#define INIT_PLAYERSPEED \
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#define INIT_PLAYERSPEED \
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{ .x = 0, .y = 0, .z = -0.5 }
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{ .x = 0, .y = 0, .z = -40.5 }
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// Some globals you can mess around with potentially
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// Some globals you can mess around with potentially
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int fps = 60;
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int fps = 60;
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@ -65,7 +65,9 @@ void gen_terrain(struct vec3i pos, haloo3d_obj *model) {
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// Don't allow the model to have more than some amount of faces/vertices.
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// Don't allow the model to have more than some amount of faces/vertices.
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haloo3d_obj_resetfixed(model, CHUNKSIZE * CHUNKSIZE * 4,
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haloo3d_obj_resetfixed(model, CHUNKSIZE * CHUNKSIZE * 4,
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CHUNKSIZE * CHUNKSIZE * 4);
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CHUNKSIZE * CHUNKSIZE * 4);
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// Generate the "ocean" floor
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// Generate the "ocean" floor.
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// TODO: You need to change this to be a large plane that follows the player
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// so you can use lighting on the islands but not on the water
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// haloo3d_gen_paletteuv(0xF26F, model->vtexture[model->numvtextures++].v);
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// haloo3d_gen_paletteuv(0xF26F, model->vtexture[model->numvtextures++].v);
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struct vec3 seacol = haloo3d_gen_paletteuv(0xF000 | (rand() & 0xFFF));
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struct vec3 seacol = haloo3d_gen_paletteuv(0xF000 | (rand() & 0xFFF));
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int seauv = haloo3d_obj_addvtexture(model, seacol);
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int seauv = haloo3d_obj_addvtexture(model, seacol);
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@ -83,8 +85,7 @@ void gen_terrain(struct vec3i pos, haloo3d_obj *model) {
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haloo3d_obj_addface(model, face);
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haloo3d_obj_addface(model, face);
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fastface(face, seauv, br, tr, tl);
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fastface(face, seauv, br, tr, tl);
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haloo3d_obj_addface(model, face);
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haloo3d_obj_addface(model, face);
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model->numfaces += 2;
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haloo3d_obj_shrinktofit(model);
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// haloo3d_obj_shrinktofit(model);
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}
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}
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// Generate the entity/components/terrain for the chunk at the given
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// Generate the entity/components/terrain for the chunk at the given
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