fix some compile issues using premake
use textured cube/sphere model for test
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@@ -10,5 +10,5 @@ newmtl cube
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Ks 0.0000 0.0000 0.0000
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Ke 0.0000 0.0000 0.0000
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map_Ka cube.tga
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map_Kd floor_diffuse.tga
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map_Kd cube.png
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@@ -147,7 +147,9 @@ TinyRendererSetup::TinyRendererSetup(struct GUIHelperInterface* gui)
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m_internalData = new TinyRendererSetupInternalData(gui->getAppInterface()->m_window->getWidth(),gui->getAppInterface()->m_window->getHeight());
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m_app->m_renderer->enableBlend(true);
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const char* fileName = "teddy.obj";//cube.obj";//textured_sphere_smooth.obj";//cube.obj";
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const char* fileName = "textured_sphere_smooth.obj";
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fileName = "cube.obj";
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{
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@@ -527,7 +527,6 @@ void PhysicsClientExample::initPhysics()
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m_selectedBody = -1;
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m_prevSelectedBody = -1;
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if (m_options == eCLIENTEXAMPLE_SERVER)
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{
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m_canvas = m_guiHelper->get2dCanvasInterface();
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if (m_canvas)
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@@ -557,6 +556,10 @@ void PhysicsClientExample::initPhysics()
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}
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}
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if (m_options == eCLIENTEXAMPLE_SERVER)
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{
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m_isOptionalServerConnected = m_physicsServer.connectSharedMemory( m_guiHelper);
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}
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@@ -111,7 +111,8 @@ public:
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if (shapeIndex>=0)
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{
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TinyRenderObjectData* swObj = new TinyRenderObjectData(m_swWidth,m_swHeight,m_rgbColorBuffer,m_depthBuffer);
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swObj->registerMeshShape(vertices,numvertices,indices,numIndices);
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float rgbaColor[4] = {1,1,1,1};
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swObj->registerMeshShape(vertices,numvertices,indices,numIndices,rgbaColor);
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//swObj->createCube(1,1,1);//MeshShape(vertices,numvertices,indices,numIndices);
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m_swRenderObjects.insert(shapeIndex,swObj);
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}
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@@ -254,7 +254,8 @@ struct TinyRendererGUIHelper : public GUIHelperInterface
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int shapeIndex = m_swRenderObjects.size();
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TinyRenderObjectData* swObj = new TinyRenderObjectData(m_swWidth,m_swHeight,m_rgbColorBuffer,m_depthBuffer);
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swObj->registerMeshShape(vertices,numvertices,indices,numIndices);
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float rgbaColor[4] = {1,1,1,1};
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swObj->registerMeshShape(vertices,numvertices,indices,numIndices,rgbaColor);
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//swObj->createCube(1,1,1);//MeshShape(vertices,numvertices,indices,numIndices);
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m_swRenderObjects.insert(shapeIndex,swObj);
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return shapeIndex;
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@@ -76,11 +76,12 @@ struct Shader : public IShader {
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float diff = ambient+b3Min(b3Max(0.f, bn*m_light_dir_local),(1-ambient));
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//float diff = b3Max(0.f, n*m_light_dir_local);
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color = m_model->diffuse(uv)*diff;
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//colors are store in BGRA?
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color = TGAColor(color[0]*m_colorRGBA[2],
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color[1]*m_colorRGBA[1],
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color[2]*m_colorRGBA[0],
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color[3]*m_colorRGBA[3]);
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//warning: bgra color is swapped to rgba to upload texture
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color.bgra[0] *= m_colorRGBA[0];
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color.bgra[1] *= m_colorRGBA[1];
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color.bgra[2] *= m_colorRGBA[2];
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color.bgra[3] *= m_colorRGBA[3];
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return false;
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}
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