Merging stuff.
This commit is contained in:
commit
e2e31e11e4
2
.gitignore
vendored
2
.gitignore
vendored
@ -1,3 +1,5 @@
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binaries
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build
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Makefile
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CMakeLists.txt.user
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*.cbp
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22
camera.cc
22
camera.cc
@ -1,12 +1,12 @@
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#include "camera.hh"
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Camera::Camera(glm::vec3 rotation, float distance) {
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Camera::Camera(glm::vec2 rotation, float distance) {
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this->rotation = rotation;
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this->distance = distance;
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}
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Camera::Camera() {
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rotation = glm::vec3(0.0f, 0.0f, 0.0f);
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rotation = glm::vec2(0.0f, 0.0f);
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distance = 1.0f;
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}
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@ -21,14 +21,24 @@ void Camera::setDistance(float distance) {
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this->distance = distance;
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}
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glm::vec3 Camera::getRotation() {
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glm::vec2 Camera::getRotation() {
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return rotation;
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}
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void Camera::setRotation(glm::vec3 rotation) {
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void Camera::setRotation(glm::vec2 rotation) {
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this->rotation = rotation;
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}
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void Camera::updateRotation(glm::vec3 rotation) {
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this->rotation += rotation;;
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void Camera::updateRotation(glm::vec2 rotation) {
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if((this->rotation.x + rotation.x) >= 1.57f) {
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this->rotation.x = 1.57;
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this->rotation.y += rotation.y;
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}
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else if ((this->rotation.x + rotation.x) <= -1.57f) {
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this->rotation.x = -1.57f;
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this->rotation.y += rotation.y;
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}
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else {
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this-> rotation += rotation;
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}
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}
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10
camera.hh
10
camera.hh
@ -5,17 +5,17 @@
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class Camera {
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public:
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Camera(glm::vec3 rotation, float distance);
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Camera(glm::vec2 rotation, float distance);
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Camera();
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~Camera();
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float getDistance();
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void setDistance(float distance);
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glm::vec3 getRotation();
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void setRotation(glm::vec3 rotation);
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void updateRotation(glm::vec3 rotation); //adds to current rotation
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glm::vec2 getRotation();
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void setRotation(glm::vec2 rotation);
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void updateRotation(glm::vec2 rotation); //adds to current rotation
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private:
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float distance;
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glm::vec3 rotation;
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glm::vec2 rotation;
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};
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#endif
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13
entity.cc
13
entity.cc
@ -1,6 +1,11 @@
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#include "entity.hh"
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Entity::Entity(glm::vec3 position, glm::vec3 rotation) {
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this->position = position;
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setRotation(rotation);
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}
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Entity::Entity(glm::vec3 position, glm::mat4 rotation) {
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this->position = position;
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this->rotation = rotation;
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}
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@ -15,7 +20,7 @@ glm::vec3 Entity::getPosition() {
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return position;
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}
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glm::vec3 Entity::getRotation() {
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glm::mat4 Entity::getRotation() {
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return rotation;
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}
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@ -24,5 +29,11 @@ void Entity::setPosition(glm::vec3 position) {
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}
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void Entity::setRotation(glm::vec3 rotation) {
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this->rotation = glm::rotate(rotation.x, glm::vec3(1.0f, 0.0f, 0.0f))
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* glm::rotate(rotation.y, glm::vec3(0.0f, 1.0f, 0.0f))
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* glm::rotate(rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
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}
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void Entity::setRotation(glm::mat4 rotation) {
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this->rotation = rotation;
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}
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@ -6,15 +6,17 @@
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class Entity {
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public:
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Entity(glm::vec3 position, glm::vec3 rotation);
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Entity(glm::vec3 position, glm::mat4 rotation);
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Entity();
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~Entity();
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void setPosition(glm::vec3 positon);
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void setRotation(glm::vec3 rotation);
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void setRotation(glm::mat4 rotation);
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glm::vec3 getPosition();
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glm::vec3 getRotation();
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glm::mat4 getRotation();
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private:
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glm::vec3 position;
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glm::vec3 rotation;
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glm::mat4 rotation;
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};
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#endif
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@ -17,6 +17,8 @@ subject to the following restrictions:
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#ifndef BT_OBJECT_ARRAY__
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#define BT_OBJECT_ARRAY__
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#pragma GCC diagnostic ignored "-Wunused-variable"
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#include "btScalar.h" // has definitions like SIMD_FORCE_INLINE
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#include "btAlignedAllocator.h"
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@ -20,6 +20,10 @@ GLFWwindow* Graphics::getWindow() {
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return window;
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}
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glm::uvec2 Graphics::getWindowSize() {
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return windowSize;
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}
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void Graphics::setGLFWHintsForOpenGLVersion( unsigned int _version )
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{
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#ifdef __APPLE__
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@ -159,8 +163,8 @@ glm::mat4 Graphics::buildFrustum( float phiInDegree, float _near, float _far, fl
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glm::mat4 Graphics::buildViewMatrix(Level* level) {
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glm::vec4 cameraVector = glm::vec4(0.0f, 0.0f, level->getCamera().getDistance(), 0.0f);
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// rotate vector
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glm::mat4 rotationMatrix = glm::rotate<float>(level->getCamera().getRotation()[0], glm::vec3(1.0f, 0.0f, 0.0f)) *
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glm::rotate<float>(level->getCamera().getRotation()[1], glm::vec3(0.0f, 1.0f, 0.0f)) * glm::rotate<float>(level->getCamera().getRotation()[2], glm::vec3(0.0f, 0.0f, 1.0f));
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glm::mat4 rotationMatrix =
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glm::rotate<float>(level->getCamera().getRotation()[1], glm::vec3(0.0f, 1.0f, 0.0f)) *glm::rotate<float>(level->getCamera().getRotation()[0], glm::vec3(1.0f, 0.0f, 0.0f));
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cameraVector = rotationMatrix * cameraVector;
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//construct lookAt (cameraPosition = cameraCenter + cameraVector
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return glm::lookAt(level->getCameraCenter()->getPosition() + glm::vec3(cameraVector), level->getCameraCenter()->getPosition(), glm::vec3(0.0f, 1.0f, 0.0f));
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22
level.cc
22
level.cc
@ -13,7 +13,7 @@ Level::~Level() {
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void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
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// currently hard coded should later read this stuff out of a file
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this->camera = Camera(glm::vec3(-0.8f, 0.0f, 0.0f), 3.0f);
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this->camera = Camera(glm::vec2(-0.8f, 0.0f), 3.0f);
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// load the geometry of the stanford bunny and build a VAO:
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Model model = Model("Bunny.obj", 0.25f);
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// load a texture:
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@ -34,12 +34,13 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
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// load terrain
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this->terrain.load();
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Model terrainModel = this->terrain.getModel();
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Model terrainModel = Model(this->terrain.getModel());
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// load a texture:
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Material terrainMaterial = Material("clownfishBunny.png", 0.7f, 0.7f, 0.3f, 1.0f);
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Material terrainMaterial = Material("clownfishBunny.png", 1.0f, 0.0f, 0.0f, 3.0f);
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//Create object
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Object terrainObject = Object(terrainModel, terrainMaterial,
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glm::vec3(-0.5f*(float)this->terrain.getHeightmapHeight(), 0.0f, -0.5f*(float)this->terrain.getHeightmapWidth()),
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//glm::vec3(-0.5f*(float)this->terrain.getHeightmapHeight(), -0.5f, -0.5f*(float)this->terrain.getHeightmapWidth()),
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glm::vec3(-1.0f, 0.0f, -1.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), shader);
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objects.push_back(object);
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@ -51,12 +52,19 @@ void Level::render() {
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for(unsigned int i = 0; i<objects.size(); i++) {
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objects[i].render();
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}
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// this->terrain.render();
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}
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void Level::update(float runTime) {
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void Level::update(float runTime, glm::vec2 mouseDelta) {
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// rotate bunny
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cameraCenter->setRotation(glm::vec3(0.0f, 1.0472f * runTime, 0.0f));
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//cameraCenter->setRotation(glm::vec3(0.0f, 1.0472f * runTime, 0.0f));
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// Ignore first two mouse updates, because they are incorrect
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static int i = 0;
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if (i <2) {
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i++;
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}
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else {
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camera.updateRotation(mouseDelta/100.0f);
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}
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}
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glm::vec3 Level::getAmbientLight() {
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2
level.hh
2
level.hh
@ -15,7 +15,7 @@ class Level {
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Level();
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~Level();
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void load(ACGL::OpenGL::SharedShaderProgram shader); // Shader is necessary for correct texture assigning
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void update(float runTime);
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void update(float runTime, glm::vec2 mouseDelta);
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void render();
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glm::vec3 getAmbientLight();
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std::vector<Light> getLights();
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|
39
main.cc
39
main.cc
@ -16,13 +16,6 @@
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#include <ACGL/OpenGL/glloaders/extensions.hh>
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#include <ACGL/Base/Settings.hh>
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#include "model.hh"
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using namespace std;
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using namespace ACGL::OpenGL;
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using namespace ACGL::Base;
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using namespace ACGL::Utils;
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Application::Application() {
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graphics = Graphics(glm::uvec2(1024, 786), 0.1f, 100.0f);
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}
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@ -47,13 +40,17 @@ void Application::init()
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ACGL::Base::Settings::the()->setTexturePath("Geometry/");
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ACGL::Base::Settings::the()->setGeometryPath("Geometry/");
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// load Model to give shader correct Attribute locations
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// TODO look up if this is really necessary, since this looks really stupid.
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Model model = Model("Bunny.obj");
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// construct VAO to give shader correct Attribute locations
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ACGL::OpenGL::SharedArrayBuffer ab = std::make_shared<ACGL::OpenGL::ArrayBuffer>();
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ab->defineAttribute("aPosition", GL_FLOAT, 3);
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ab->defineAttribute("aTexCoord", GL_FLOAT, 2);
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ab->defineAttribute("aNormal", GL_FLOAT, 3);
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ACGL::OpenGL::SharedVertexArrayObject vao = std::make_shared<ACGL::OpenGL::VertexArrayObject>();
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vao->attachAllAttributes(ab);
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// look up all shader files starting with 'phong' and build a ShaderProgram from it:
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shader = ACGL::OpenGL::ShaderProgramCreator("phong").attributeLocations(
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model.getReference()->getAttributeLocations()).create();
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vao->getAttributeLocations()).create();
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shader->use();
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// load Level
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@ -63,11 +60,6 @@ void Application::init()
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openGLCriticalError();
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}
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/**********************************************************************************************************************
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* Returns true if a window with the desired context could get created.
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* Requested OpenGL version gets set by ACGL defines.
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*/
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static void keyCallback(GLFWwindow* _window, int _key, int, int _action, int)
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{
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if (_key == GLFW_KEY_ESCAPE && _action == GLFW_PRESS) {
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@ -91,10 +83,12 @@ int main( int argc, char *argv[] )
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/////////////////////////////////////////////////////////////////////////////////////
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// Set window title to binary name (without the path):
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//
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std::vector<std::string> tmp = StringHelpers::split( std::string( argv[0] ), '/' );
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std::vector<std::string> tmp = ACGL::Utils::StringHelpers::split( std::string( argv[0] ), '/' );
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glfwSetWindowTitle(app.getGraphics()->getWindow(), tmp[tmp.size()-1].c_str() );
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// Ensure we can capture the escape key being pressed below
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glfwSetInputMode(app.getGraphics()->getWindow(), GLFW_STICKY_KEYS, 1);
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// Hide mouse cursor
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glfwSetInputMode(app.getGraphics()->getWindow(), GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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//glfwSetWindowSizeCallback(app.getGraphics(), resizeCallback);
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glfwSetKeyCallback(app.getGraphics()->getWindow(), keyCallback );
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@ -118,15 +112,20 @@ int main( int argc, char *argv[] )
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double now = glfwGetTime();
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if (showNextFPS <= now) {
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stringstream sstream (stringstream::in | stringstream::out);
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sstream << setprecision(1) << std::fixed
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std::stringstream sstream (std::stringstream::in | std::stringstream::out);
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sstream << std::setprecision(1) << std::fixed
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<< tmp[tmp.size()-1] << " - FPS: " << frameCount / (now-showNextFPS + FPSdelay) << " " << 1000 * (now-showNextFPS + FPSdelay)/frameCount << " msec";
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glfwSetWindowTitle(app.getGraphics()->getWindow(), sstream.str().c_str() );
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showNextFPS = now + FPSdelay;
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frameCount = 0;
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}
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app.getLevel()->update(now - startTimeInSeconds);
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double xpos, ypos;
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glfwGetCursorPos(app.getGraphics()->getWindow(), &xpos, &ypos);
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glfwSetCursorPos(app.getGraphics()->getWindow(), app.getGraphics()->getWindowSize().x/2, app.getGraphics()->getWindowSize().y/2);
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app.getLevel()->update(now - startTimeInSeconds, glm::vec2((float)ypos-app.getGraphics()->getWindowSize().y/2,
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(float)xpos-app.getGraphics()->getWindowSize().x/2));
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app.getGraphics()->render(app.getLevel(), app.getShader());
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openGLCriticalError();
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|
@ -24,9 +24,7 @@ void Object::render() {
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shader->setUniform("shininess", material.getShininess());
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shader->setTexture("uTexture", material.getReference(), 0);
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// set model matrix
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glm::mat4 rotationMatrix = glm::rotate<float>(this->getRotation()[0], glm::vec3(1.0f, 0.0f, 0.0f)) *
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glm::rotate<float>(this->getRotation()[1], glm::vec3(0.0f, 1.0f, 0.0f)) * glm::rotate<float>(this->getRotation()[2], glm::vec3(0.0f, 0.0f, 1.0f));
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glm::mat4 modelMatrix = glm::translate(this->getPosition()) * rotationMatrix * glm::scale<float>(glm::vec3(model.getScale()));
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glm::mat4 modelMatrix = glm::translate(getPosition()) * getRotation() * glm::scale<float>(glm::vec3(model.getScale()));
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shader->setUniform( "modelMatrix", modelMatrix);
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// draw
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model.getReference()->render();
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|
90
terrain.cc
90
terrain.cc
@ -42,11 +42,12 @@ void Terrain::load() {
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void Terrain::makeTriangleMesh(){
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ACGL::OpenGL::SharedArrayBuffer ab = std::make_shared<ACGL::OpenGL::ArrayBuffer>();
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ab->defineAttributeWithOffset("aPosition", GL_FLOAT, 3, 0);
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ab->defineAttributeWithOffset("aNormal", GL_FLOAT, 3, 3);
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ab->defineAttributeWithOffset("aTexCoord", GL_FLOAT, 2, 6);
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// Do NOT change the order of this!
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ab->defineAttribute("aPosition", GL_FLOAT, 3);
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ab->defineAttribute("aTexCoord", GL_FLOAT, 2);
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ab->defineAttribute("aNormal", GL_FLOAT, 3);
|
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|
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unsigned int rowNum=0, columnNum=0, dataCount=0, floatsPerVertex=8; //initializing:
|
||||
/* unsigned int rowNum=0, columnNum=0, dataCount=0, abNumFloats=8; //initializing:
|
||||
bool movingRight = true, isUp = true;
|
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int numVertices = (this->heightmapHeight - 1) * (this->heightmapWidth * 2 + 1) + 1;
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float* abData = new float[numVertices * floatsPerVertex];
|
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@ -57,28 +58,32 @@ void Terrain::makeTriangleMesh(){
|
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if (isUp){
|
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rowNum = rowNum + 1;
|
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isUp = false;
|
||||
}else if (movingRight){
|
||||
}
|
||||
else if (movingRight) {
|
||||
if (columnNum == this->heightmapWidth - 1) {
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set_abData(abData, dataCount, rowNum, columnNum);
|
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dataCount += floatsPerVertex;
|
||||
dataCount += abNumFloats;
|
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set_abData(abData, dataCount, rowNum, columnNum);
|
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dataCount += floatsPerVertex;
|
||||
dataCount += abNumFloats;
|
||||
movingRight = false;
|
||||
rowNum = rowNum + 1;
|
||||
} else{
|
||||
}
|
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else {
|
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rowNum = rowNum - 1;
|
||||
columnNum = columnNum + 1;
|
||||
isUp = true;
|
||||
}
|
||||
}else{
|
||||
}
|
||||
else {
|
||||
if (columnNum == 0){
|
||||
set_abData(abData, dataCount, rowNum, columnNum);
|
||||
dataCount += floatsPerVertex;
|
||||
dataCount += abNumFloats;
|
||||
set_abData(abData, dataCount, rowNum, columnNum);
|
||||
dataCount += floatsPerVertex;
|
||||
dataCount += abNumFloats;
|
||||
movingRight = true;
|
||||
rowNum = rowNum + 1;
|
||||
}else{
|
||||
}
|
||||
else {
|
||||
rowNum = rowNum - 1;
|
||||
columnNum = columnNum - 1;
|
||||
isUp = true;
|
||||
@ -86,24 +91,23 @@ void Terrain::makeTriangleMesh(){
|
||||
}
|
||||
}
|
||||
|
||||
//ab->setDataElements(numVertices, abData);
|
||||
float* testData = new float[32];
|
||||
testData[0]=0.0f;testData[1]=0.0f;testData[2]=0.0f;
|
||||
testData[3]=0.0f;testData[4]=1.0f;testData[5]=0.0f;
|
||||
testData[6]=0.0f;testData[7]=0.0f;
|
||||
ab->setDataElements(numVertices, abData);*/
|
||||
float abData[32] = {0.0f, 0.0f, 0.0f,
|
||||
1.0f, 0.0f,
|
||||
0.0f, 1.0f, 0.0f,
|
||||
|
||||
testData[8]=1.0f;testData[9]=0.2f;testData[10]=0.0f;
|
||||
testData[11]=0.0f;testData[12]=1.0f;testData[13]=0.0f;
|
||||
testData[14]=1024.0f;testData[15]=.0f;
|
||||
1.0f, 0.0f, 0.0f,
|
||||
1.0f, 1.0f,
|
||||
0.0f, 1.0f, 0.0f,
|
||||
|
||||
testData[16]=0.0f;testData[17]=0.2f;testData[18]=1.0f;
|
||||
testData[19]=0.0f;testData[20]=1.0f;testData[21]=0.0f;
|
||||
testData[22]=0.0f;testData[23]=1024.0f;
|
||||
0.0f, 0.0f, 1.0f,
|
||||
0.0f, 0.0f,
|
||||
0.0f, 1.0f, 0.0f,
|
||||
|
||||
testData[24]=1.0f;testData[25]=0.0f;testData[26]=1.0f;
|
||||
testData[27]=0.0f;testData[28]=1.0f;testData[29]=0.0f;
|
||||
testData[30]=1024.0f;testData[31]=1024.0f;
|
||||
ab->setDataElements(numVertices, testData);
|
||||
1.0f, 0.0f, 1.0f,
|
||||
0.0f, 1.0f,
|
||||
0.0f, 1.0f, 0.0f};
|
||||
ab->setDataElements(4, abData);
|
||||
this->triangleMesh = std::make_shared<ACGL::OpenGL::VertexArrayObject>();
|
||||
this->triangleMesh->bind();
|
||||
this->triangleMesh->setMode(GL_TRIANGLE_STRIP);
|
||||
@ -118,12 +122,17 @@ void Terrain::set_abData(float* abData, unsigned int dataCount, unsigned int row
|
||||
abData[dataCount+1] = heightmap[rowNum][columnNum];
|
||||
abData[dataCount+2] = (float)columnNum;
|
||||
|
||||
//set Texture Coordinate
|
||||
abData[dataCount+3] = (float)(rowNum % 2);
|
||||
abData[dataCount+4] = (float)(columnNum % 2);
|
||||
|
||||
//setNormal
|
||||
if (rowNum==0 || rowNum==(this->heightmapHeight-1) || columnNum==0 || columnNum==(this->heightmapWidth-1)){
|
||||
abData[dataCount+3] = 0.0;
|
||||
abData[dataCount+4] = 1.0;
|
||||
abData[dataCount+5] = 0.0;
|
||||
}else{
|
||||
abData[dataCount+6] = 1.0;
|
||||
abData[dataCount+7] = 0.0;
|
||||
}
|
||||
else {
|
||||
glm::vec3 sumNormals;
|
||||
for (int i=-1; i<2; i+=1) {
|
||||
for (int j=-1; j<2; j+=1) {
|
||||
@ -137,14 +146,10 @@ void Terrain::set_abData(float* abData, unsigned int dataCount, unsigned int row
|
||||
}
|
||||
}
|
||||
sumNormals = sumNormals*0.111f;
|
||||
abData[dataCount+3] = sumNormals[0];
|
||||
abData[dataCount+4] = sumNormals[1];
|
||||
abData[dataCount+5] = sumNormals[2];
|
||||
abData[dataCount+5] = sumNormals[0];
|
||||
abData[dataCount+6] = sumNormals[1];
|
||||
abData[dataCount+7] = sumNormals[2];
|
||||
}
|
||||
|
||||
//set Texture Coordinate
|
||||
abData[dataCount+6] = (float)(rowNum % 2);
|
||||
abData[dataCount+7] = (float)(columnNum % 2);
|
||||
}
|
||||
|
||||
Model Terrain::getModel(){
|
||||
@ -164,14 +169,3 @@ unsigned int Terrain::getHeightmapWidth(){
|
||||
//return this->heightmapWidth;
|
||||
return 2;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user